The Responsible Application Audit – A 7-Part Checklist

As developers, we commonly get asked to review codebases for existing software applications. The common thinking is that a skilled developer can simply: “give a look” to the existing codebase, provide an expert opinion on their ability to extend the application, and provide some level of certainty around the costs associated with new functionality. This […]

Four Tips for Starting Your First Development Job Remotely

I recently found myself in a scary situation: graduating from college and starting a new job in the middle of the COVID-19 pandemic. As if starting a new job and readjusting from college life to work life weren’t stressful enough, I now had to make that adjustment remotely. Fortunately, I found myself starting at a […]

Getting Familiar with Google Drive File Stream

Google File Stream is one of the better file-syncing solutions that I’ve come across. It’s a great tool for organizations that need to collaborate on projects. Not only does it manage your Google Drive content, but it also works well with Microsoft Office applications like Word and Excel. Today, I’ll show you how to get […]

6 Ways to Make the Most of Your Remote Sprint Retrospective

Like many companies, Atomic is currently operating remotely due to the Covid-19 pandemic. While software design and development are certainly possible in a fully-remote context, there are a few meetings and tasks that can be more difficult when you can’t be in the same room as your teammates. The sprint retrospective is one of them. […]

How to Ask When You Don’t Know What to Ask

During my first few months at Atomic, I’ve asked a lot of questions, with topics ranging from Typescript syntax to why the shortcut for our Slack workspace’s Patrick Bacon emoji is “:dad_joke:.” Atomic’s “Teach and Learn” value is integrated into how we interact as teams every day. As I’ve started pair programming, I’ve often heard […]

Why You Should Use Component-Based Design in Unity

Traditionally, inheritance is leveraged within object-oriented programming to reuse code without rewriting it. In Unity, however, it’s better to use a composition-based approach. At a high level, components in Unity are just C# scripts that can be added onto a GameObject; they can be designed and implemented in many ways. Building up game features using […]