Writing Editor tools for Unity is a passion of mine. Unity’s Editor extensibility is one of its most powerful features and with the advent of the Asset Store, the practice of enhancing the Editor has become more popular (and lucrative). Still, there are many uncharted nooks and crannies and I simply love finding out hackier and wackier ways of exploting the Editor. Here are just a few of them:
A quick attempt at building a web browser inside the Unity Editor, after the debut of the Asset Store. Unity Editor uses the WebKit framework to render the Asset Store so it was just a matter of taking some inspiration from AssetStoreWindow class and adding a URL bar. Input can be a bit buggy and it might crash your Editor occasionally; you’ve been warned (not that there’s a download link just yet).
An old tool-suite for assisting developers with level creation (mostly content placement). Developed right after graduating from college. Not very relevant nowadays, though.
Currently at a proof of concept stage, this tool should eventually become a node graph editor for generating noise-based textures. Could eventually work at run-time by serializing the graphs to assets. Leverages LibNoise. There are *many* more Noise and Operator nodes to add.
A value inspector for all the live Editor objects. Great for seeing the running state of all the Editor components and seeing who’s connected to whom. Could also aid in debugging your own Editor tools, I suppose.
Generates 3D vase-like lathed objects from a set of co-linear points. UV-maps them properly, too, except for the last edge that closes the loop (oops). I’m certain it’s an easy fix that I don’t currently have time for.
Visible Light is a toy project I worked on to explore my interest in global illumination.
‘Visible’ rays of light are cast from a light source and they bounce off of the surfaces in the scene a finite number of times before their energy is depleted. At each point they strike, they leave behind a particle whose opacity is tied to the ray’s energy at the time of collision.
You can play around with it by clicking on the Unity Webplayer below.
On January 2012, I organized and held the first Global Game Jam in Istanbul.
What a great time we had! I’ll let the pictures speak for a bit:
Finding space for the event proved extremely challenging, especially due to the short amount of time I had to put everything together for the jam. My good friends at Proje Calide came through, though, by sponsoring the event and helping secure Koc University as the location for the jam. We had 39 people sign up to the jam on the Global Game Jam website but due to the crazy snow storm we had on the day of the jam, only 15 were able to show up. Despite the drop in attendance, we marched on into the whirlwind of the jam with unbroken enthusiasm and emerged on the other side with 5 wonderful games and many hours of sleep-debt.
The Hunt Alone is a survival hunting game I co-developed with Luther Patenge and Forrest Liau during Global Game Jam 2010 at MIT Gambit. Music by Daniel Perry.
The game is about a visually-impaired hunter who’s tracking the “predator” in the forest during a starry night. We tried our best to make sure the soundscape of the game provided more clues to the whereabouts of the predator than the blurred visuals.
Here’s a short gameplay video you can watch while I go work on a decent web-player version of the game:
At GDC 12, I was on a Game Career Summit panel called “Ask the Experts: Professional Programmer’s Panel” with beloved colleagues Jeff Ward, Noel Llopis, Mike Acton, and Brett Douville. More details can be found at the panel’s page on gdconf.com.
AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome (Awesome for the succint) is the semi-sequel to the award-winning AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity! from Dejobaan Games. Working together with Dejobaan, I co-developed the sequel with Alex Schwartz while at Owlchemy Labs. Currently out on Steam for both PC and Mac, it is probably coming to other platforms too, sometime, maybe.
The game is about flipping off protesters, graffiti-ing buildings in mid-air, hugging and kissing at high-speed; the usual skydiving experience, basically.