Thanks! It doesn't have many assets but the ones that are there I made them myself what sucks is that I only made them for one target resolution and in anything other than that it scales the assets, which still manage to look good from the devices I've used to test but yeah, next time I'll try to support more target res.
Oh yeah, that's the biggest hurdle developing for mobile. We have a special in-house made tool which scales and creates sprite sets for unity in the resolutions we need. It's pretty neat and saves us a lot of time and headache
I am sneaking in a wip screenshot of one of the boss fights we are working on for Oliver&Spike. The shaders are not done thus the boss and Oliver look like made out of plastic and the crystals on the walls don't have shaders either. We are using Unity's mechanim for the in game animations for the boss and have a lot of in house tools which we developed on top of Unity for this. One tip if you plan to work with mechanim: make sure you use a humanoid rig or the generic one. We had a lot of issues due to rigging the boss with a non humanoid rig.
Sorry about the logos and stuff