SL mobile bug 2

New and free for all on my Patreon: Second Life’s long-awaited mobile app launched last June to Premium subscribers, and is showing decent adoption so far. While development and design was led by a team at Linden Lab, the company had a secret weapon in its creation: Sine Wave Entertainment, the developer of Unity-based virtual worlds Sinespace and Breakroom.

For the first time, Sine Wave CEO Adam Frisby tells the story of helping create Second Life’s Unity-based mobile app, shares all the strange and hilarious bugs which popped up along the way — plus offers tips for both users and SL creators who want to get the most from their iOS/Android experience.

Read it all here, and please consider subscribing to my Patreon for more articles and premium benefits like this.

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One response to “The Making of Second Life’s Mobile App: Inside Its Multi-Year, Multi-Team, Multi-Country, Hilariously Buggy Development”

  1. Why? Avatar
    Why?

    Why is her tongue so long?!

    Like

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