Updating Gun Rocket through 10 years of Unity Engine
Join me as I update a project through 10 years of Unity editors. Along the way I will talk about my process, Unity tips and tricks, and the tech changes of Unity Engine - several of which I observed firsthand while working at Unity.
Wind and Waves Prototype
On Monday, 25 August 2025, I was affected by Rec Room laying off half of its staff. Bummer.
On Tuesday, 26 August 2025, I decided to make a game.
Dead by Daylight’s Engagement Cycle
Dead by Daylight is an asymmetric multiplayer game that has been going strong for over four years. Many other asymmetric games have come and gone in the meantime. What sets this one apart? In this article I will discuss the rewards and progression system that keeps players hungry to enter their next match.
I made a Half-Life: Alyx map
Alyx has been laying low in the Ravenholm dock ward. The Combine are closing in. It's time to move on.
Level Design: The Linear Labyrinth
How do I give players a sense of discovery and understanding of a space that is linear? My level design process is guided by three pillars: monuments, keep it fresh, and balanced pacing.
Unity Collider/Rigidbody Setups in XR
XR Rigs can become a deep GameObject hierarchy. Game features can require that a player’s head, hands, body, and tracking space all trigger different actions when colliding with certain scene objects. In this article we will explore an increasingly detailed XR Rig and in the process explain how Rigidbody and Collider hierarchies work in a deep GameObject hierarchy.
Shelving a Prototype (Starskipper)
Shelving a prototype is hard, but it is time to move on from this one.