Blog, page 4
65 Posts · Page 4 of 7
Content pipeline tutorialBatch-generating prototype voice lines with AWS Polly
I connect spreadsheet dialogue to a Node script and AWS Polly so a game team can generate a complete batch of disposable prototype audio.
March 2018
Debugging and test automationTurning Gear VR logcat output into a one-command performance report
I combine ADB, logcat, Unity, and PowerShell into a repeatable workflow for deploying a build and reducing device logs to useful VR performance metrics.
March 2018
Rapid prototyping seriesLearning Unity Timeline through four increasingly complete experiments
I use four small experiments to build a practical mental model for animation sequencing, then carry the most complete scene into an HTML5 build.
September 2017
Release workflow tutorialStreamlining Gear VR publishing with the Oculus Store CLI
I show the complete store-upload path, make the likely failure points visible, and automate the repeated signing and upload work.
August 2017
Multi-product integration tutorialConnecting text, synthetic speech, lip sync, and character animation in Unity
I connect four separate character systems into one working pipeline and explain the handoffs where developers were most likely to get stuck.
April 2017
Subscriber-requested tutorialTurning a subscriber request into a playable Unity dinosaur controller
I answer a community question with a complete controller and animation path, then verify the result in a more ambitious HTML5 follow-up.
April 2017
Platform integration tutorialAdding an Oculus Store entitlement check to a Unity build
I turn a fragmented platform requirement into a focused path across the Oculus dashboard, SDK, Unity configuration, and code.
March 2017
Emerging workflow tutorialBuilding a cinematic Unity workflow with Timeline, Cinemachine, and post-processing
I connect four preview-era tools and show the route from an empty project to composed, blended, and visually finished camera shots.
March 2017
Platform-submission tutorialMaking an Oculus Store cubemap requirement easy to complete
I trace an unfamiliar store-submission asset back to the Unity utility that creates it and reduce the answer to a focused three-minute workflow.
March 2017
VR product trailerIntroducing SeaShell Scuttle through a focused VR launch trailer
I explain an unusual player identity, hand-controller interaction, scoring loop, and time pressure quickly enough that the remaining gameplay can speak for itself.
February 2017