Making Trees for an RTS Game
Real-time strategy games have a lot happening on screen due to the view from above. In order to have a bunch of game objects on screen at the same time, the level of detail (LOD) needs to be low. I started with CG Geek's low poly tree tutorial which works fine for mid level detail, but not low enough for a RTS games because the game would be unplayable with many of them on screen.

The performance is terrible mainly due to the leaves being transparent textures which take more processing power to draw. In order to fix this issue, I needed to draw less transparent textures. In order to draw less transparent textures, I would need to make the tree branch texture bigger to cover more area. Then I made a new branch by combining planes at different angles together into one object.

The resulting tree had much fewer vertices and branches, but still gave the tree enough foliage. I can now have the screen filled with these new trees and still maintain a frame rate near 200 FPS.

Laying Doodads Faster
Populating the game world with a bunch of environment doodads can be painfully slow with the traditional drag and drop prefabs method, I really need a tool to get this done much faster. I found a cool toolkit tutorial by PitilT that makes prefab spawning much easier. At the moment it's very basic, so I look forward to more tutorials by PitilT to expand on toolkits.
