It can be overwhelming to sit down and list out all the things that need to be implemented in a video game. I think that’s a wall everyone who pursues game development as a hobby encounters at some point during a project. I hit that wall this morning while working out a list of things to add. Should I start on a combat system for our intrepid player to fight back against the forces of evil? Should I work out a damage system? Add more monsters with unique abilities? Tweak the existing AI? Add fades and transitions between levels and scenes? You get the idea—overwhelming!
Faced with this seemingly unlimited list of tasks, I decided to eschew all of it in favor of doing some video game "polishing." Polishing is an aspect of game development that many hobbyist developers tend to neglect. It’s not as exciting as, say, writing a script that lets the player shoot fireballs or laying out the perfect dungeon level. It’s actually kind of mundane and, quite frankly, boring. Polishing involves playing through the game and identifying areas that lack refinement. These might not break the game or even impact gameplay but still look or feel unpolished.
Things like improper transitions, bad scene lighting, clipping issues, and more are all ripe for the polishing list. Addressing these systematically makes your game look better and, in turn, improves the player’s experience.
My polishing list for today included a couple of common issues faced by hobbyist developers: preventing the player camera from clipping through walls and improving the readability of pop-up windows.
The pop-up windows were an easy fix. It took just a few minutes tweaking the pop-up background in the Inspector to create a nice, black, opaque backdrop. Another minute or two centering the text properly, and the pop-ups looked 100% better. It was a minor adjustment, but it paid off in terms of how polished and professional the game felt.
The second issue, where the 3rd-person camera clipped through walls when the player stood too close, was another story. There wasn’t an easy fix in the Inspector for either the camera or the walls to prevent the camera from swooping outside the level. This was particularly problematic near the perimeter walls, where the camera would clip through and reveal the skybox and other unpleasant artifacts outside the playable area.
It became clear this required a script. I needed to create a camera collision system that could detect obstacles and adjust the camera’s position accordingly. This involved using raycasting to measure the distance from potential obstacles and repositioning the camera to prevent it from clipping through walls and other objects players tend to walk up against. After some testing and tweaking, I had a workable fix that solved the wild camera problem.
While testing the camera fix, I also noticed the scene lighting needed adjustment to create more ambiance. I added some point lighting to better highlight important objects, like those tied to the newly improved pop-ups.
Polishing isn’t an exercise in instant gratification, but it makes any game feel significantly more professional and enhances the player’s experience. After finishing these updates, my son test-played the levels and was amazed at how much better the game felt.
So, the lesson of the day is this: don’t forget to polish your game while you build!






