Blog, page 3
65 Posts · Page 3 of 7
Web publishing tutorialPublishing a Ren’Py Web Build to itch.io
I work through Ren’Py’s web build, the common pitfalls around it, and the complete path to a game your players can launch on itch.io.
May 2023
Emerging technology tutorialGetting Havok physics and its visual debugger working in Unity
I work through the preview package, reproduce a misleading connection timeout, and show the missing runtime condition that makes the debugger start receiving data.
November 2019
Spatial prototyping workflowMoving spatial prototypes from Microsoft Maquette into Unity
I test the real design-to-development handoff, automate the export loop, and document both the useful prefab generation and its destructive limitation.
March 2019
Asset optimization workflowDialing in Oculus Medium models for game-engine performance
I compare measured triangle counts against visible quality and show two practical ways to prepare a VR sculpt for a real-time engine.
March 2019
Three-part learning seriesLearning character rigging in public with Unity and Puppet3D
Across three practice sessions, I build the rig, expose the mistakes, animate a hand, and refine the largest problems first.
March 2019
Release automation demoTurning an itch.io Butler push into a double-click release
I take a working command-line publishing path and remove the repeated setup so the correct release action becomes the easiest one to run.
March 2019
Platform integration tutorialConnecting Oculus achievements to unlockable Home items
I trace a player reward across dashboard configuration, Unity code, 3D asset conversion, Home testing, submission, and the intended unlock experience.
December 2018
Museum game and exhibit contributionBuilding FrogBug for the Saint Louis Science Center
I helped build the arcade infrastructure, made FrogBug with the BunnyGun team, and kept improving it after museum visitors found the failure modes we never would have found at a desk.
September–October 2018
Launch communication collectionTurning three game projects into player-facing launch stories
I bring together Danciverse, HAM COMMANDO, and The Music Box to show how I adapted short-form launch communication to three different production contexts.
2017–2018
Developer tooling walkthroughBatch-editing Unity scene settings from the command line
I turn a repeated editor task into a PowerShell workflow that updates the same serialized setting across roughly thirty Unity scenes in seconds.
March 2018