I thought it was worthwhile writing a little about how Oculus is unlocking the Quest with the new App Lab distribution process. App Lab is a new way to share early access concepts with the Quest community that finally breaks down the extreme walled garden that Oculus aka Facebook has built around the platform. For Quest it will be the only way someone can distribute content for the device without being chosen and blessed by… Continue reading
Since it is now 2021 and I haven’t been doing any posts for a while I started feeling like I am neglecting the blog and wanted to introduce my new hobby project No Future. I have been pretty busy the last few months with a variety of work projects – some Unity/XR related and some not but a really nice mix of things and all in the realm of real-time 3D. I guess that I… Continue reading
I recently found a great channel if you are interested in learning the new Unity XR framework. Valem is really cool and he has a series called Introduction to VR in Unity – UNITY XR TOOLKIT that provides a nice foundation for basic cross-platform VR interaction. This is excellent for beginners and is pretty easy to follow along. I just love listening to this guy!
Recently BUG had a great presentation by Jonathan Linowes of Parkerhill XR Studio on the new multi-platform XR framework that is now in Unity 2019.3. This is a replacement for the existing legacy XR integrations that were built into the engine in recent years. If you have been doing any VR development since the DK1 you have likely been through the ups and downs of Unity VR integrations which have been quite the ride. There… Continue reading
I have been having fun building out the damage system for Alien Assimilator. During the assimilation run the human army is attacking your ship and as alien overlord you need to protect it fighting off various units like a wave shooter. However at the same time you must keep consuming material to power the shields, weapons, and other systems along with harvesting humans from the city – with your ultimate goal being to harvest as many as possible.
The ship is a simple working system with a variety of modules. These include lots of things like blaster cannons, snatcher beams, shield generators, matter to energy converters, energy storage cells, and thrusters to keep you aloft. If you lose to many modules your ship is going to start to fail ultimately crashing. There will eventually be a variety of designs with different trade offs to unlock – probably even a Borg Cube like one! I will also probably have a simple editor to make your own designs as well.
Looking for something with many of the features of GitHub but you want it on site in your office for your team so you aren’t paying for a hosted solution along with the storage and bandwidth costs associated with larger projects like games? If this is you definitely check out Gitea! I decided to experiment with it primarily for myself as a way to work on various projects that i am accessing via different machines.… Continue reading
After four amazing years at Wayfair doing really cool XR projects I am now moving on! I am hoping to find some new and exciting projects to get involved in. Going forward I plan to work on some of my own concepts while looking for freelance Unity development opportunities!
I have many years of experience with Unity and leading XR platforms and devices – SteamVR, Oculus, Magic Leap, HoloLens, Google Daydream/Cardboard/ARCore etc. I also have plenty of experience doing mobile development and performance optimization with Unity including on standalone devices beyond phones like Oculus Quest and Magic Leap One.
I am willing to take on any project. I am reliable, detail oriented, and passionate about what I work on. Check out my LinkedIn profile to see more about my skill set, past projects, and published experiences.
Lately I have been trying out ideas for what the humans should look like in Alien Assimilator. After getting some inspiration from lots of voxel characters and looking at voxel games and their art styles I have settled on a style that I like.
I will be working on a lot of different ones following this art style. I decided I wanted a very simplistic design so that the vertex and triangle counts would not be extremely high. Plus these guys are little maybe a couple of inches tall on the ground so you won’t see lots of detail unless you get close to them.
They are modeled in MagicaVoxel as a body, head, arm, and leg. I put them together via script and do simple movements for the legs and arms while they wobble walk. They just wander about and look around right now. I plan to add some more states to them – one is to run around in circles hysterically waving their arms in the air. They can also turn into a rag doll and float when being snatched by the assimilator.
So I broke down during the Steam winter sale last year and decided to pay for Skyrim again since it was half price – all so I can try it in VR! I also dusted off my giant PRIMA game guide as well but referring to a game guide while playing in VR isn’t so easy 🙂 I have been playing for quite some time and I am probably two thirds of the way through… Continue reading
Another open source gem I have been using for a while is called diagrams.net (previously draw.io) which is a great free diagramming tool that I wanted to share with anyone who hasn’t already found it.
It works really well and integrates into Google Drive and many other services providing numerous diagrams right out of the box. I particularly like it because it is really easy to share diagrams from Google Drive.
It has a nice set of UML diagrams which I am used to and also a large variety of other diagrams for all kinds of needs. Here is a simple flow chart for Alien Assimilator showing the game flow.
This is some nice local coverage from NBC of my latest XR project at Wayfair! The VR part of the Room Planner application which runs on the Oculus Quest. It is an aspect of the Home Bar in Wayfair’s first physical brick and mortar store in the Natick Mall.
After switching Alien Assimilator over to Steam VR I wanted to figure out what options there were for spatialized audio. I ended up searching around some on the internet and found this great post that covers the Oculus, Google and Valve spatializers. I had the same requirements they outline: Free to use and ship in your app. Currently supported by active development. Cross-platform compatibility with Unity. The article does a fantastic job outlining the strengths… Continue reading
Here are a few links that I have found helpful to get a great overview of optimizing graphics and code in Unity. There are so many great tips in these that you can’t really take them in all at once and I often go back to them when I am dealing with performance issues.
A few years ago I purchased some property in the mountains of southern Vermont where I am planning to eventually build a house. It’s a beautiful place and is about 15 acres with approximately a third of that open fields and the rest woods. There is a stream, a farm pond, and a three season cabin on the lower portion that is enjoyed many weekends throughout the year – except the coldest parts of the… Continue reading
If you really want to know “How Does a GPU Shader Core Work?” then check out this slide deck from Aras Pranckevičius’ presentations. This is the first thing that has finally made a whole lot of sense to me when it comes to trying to understand GPUs!