You’ve sent letters! You’ve emailed! You’ve snail-mailed! You’ve smoke-signaled for it! You’ve asked, and we’ve delivered! Actually, you did none of the above… but we are adding a brand new podcast segment entitled, “Rapid-Fire Roundup” where the hosts collect a handful of the latest game dev articles as well as
Have you ever wondered what it would take to get a game online and accessible to individuals all across the globe? Curious as to when and how to plan for scalability and dealing with server load? For those of you out there interested in the ins and outs of networked
“Will this UI work?”, “Does my inventory system make sense?”, “Will this jumping mechanic feel right?”, “Do all dogs seriously go to heaven?”. These are the type of questions that can arise during the game development process. Outside of a crystal ball, the only way to sufficiently answer these questions
So, you’re scouring the inter web forums for some engineering and art help for your next, big game idea, when forum user, “xX1337ProgrammerXx” replies to one of your posts with, “Interested to help! Do you have a working GDD?” — to which you reply with, “Huh?” Maybe this has happened
If you’ve had the opportunity to attend Unite in the past couple of years you’ll recognize today’s guest. With his signature hat and jovial personality, he’s hard to miss. I am of course talking about Oscar Clark, another awesome Unity Evangelist. We met Oscar at Unite 2015 in Boston and we
It’s in the books! We offhandedly, randomly, and unofficially mark the end of the first season of The Debug Log with this episode. The entire five-man Debug Log crew take a moment to look back on some of their favorite episodes, interviews, tips, and games from the first eighteen episodes.
What do you get when you add the former VP of Marketing at EA and former COO of Zynga, an individual with a deep passion for games and gamers across the world, and a game-changing (pun intended) game development platform like Unity3D? You get Unity’s Chief Marketing Officer Clive Downie
For ages, developers have had the difficult task of balancing the amount of explicit gameplay tutorials with the level of player discovery that is provided in their games. Many gamers have experienced the ‘overbearing developer’ who forces players to endure an hour-long training sequence, while other gamers have been left
Part 2 of our interview with Nicole Lazzaro, the founder and President of XEODesign. At Unite 2015 in Boston, some of us got a chance to see Nicole’s talk about Design Leadership in VR then we got to meet her and demo her upcoming VR game “Follow the White Rabbit”.
Nicole Lazzaro, the founder and President of XEODesign, Inc. and has twenty years expertise in Player Experience Design (PXD) for mass-market entertainment products. At Unite 2015 in Boston, some of us got a chance to see Nicole’s talk about Design Leadership in VR then we got to meet her and
A TCP packet walks into a bar and says, “I want a beer.” The bartender responds, “You want a beer?” The TCP packet says, “Yes, I want a beer.” Wow, just writing that 3-Way handshake joke hurt. In any case, you guessed it, today’s show is all about Networking in
‘The crowd here is electric, Ryan! Developers of all shapes, sizes, and skillsets are pouring into the John B. Hynes Veterans Memorial Convention center here in Boston. We’ll be here all week on the ground floor, so stay tuned to the episode for more in-depth discussions on Unite. Anyway, stay
What’s the ‘Viralability’ of your mobile game? What’s Viralability, you ask? Well, I’ll tell you! Viralability is a completely made-up word that defines the capacity for your mobile game to go viral! If your game isn’t hitting a Viralability Score of 6.0 or higher, then we are here to help!
Chugga chugga choo choo! That’s right, folks! Unite 2015 is here and we’re uber excited to be hopping on the hype train going straight to Boston. We can’t wait to engage with the growing Unity community at the conference and hope we can meet a few of our listeners while
In this episode we speak with a handful of game development pioneers in CEO and Founder of Fig, Justin Bailey and the team behind the 2015 IGF Grand Prize winner, Outer Wilds. Justin breaks down how the Fig platform works as a curated crowdfunding and investing medium where passionate players
Download the Episode Here A personal Github account with Large File Storage: $0. Hosting a server for your repository: $300. Writing an epic compression algorithm that you lose because you didn’t have your project under source control: priceless. Devs, don’t be -that- person! Set your projects up with version control
Download the Episode Here hiyah, hiyah, hiyah! Ahem, that was me practicing my jiu jitsu moves via text… anyway, horrible jokes aside, if you’ve ever wanted to motion capture your fighting moves, dances moves, or pretty much anything else — then this episode is definitely for you! In this episode we talk
Download the Episode Here We raise a glass to you, Christian Strang, for without you today’s episode might not have been possible! On today’s episode we tackle Christian’s question about our favorite Unity Asset Store assets. Each of the guys pick one of their favorite assets and talk about how
Download the Episode Here Oh. My. God. It’s Mark Schoennagel!!! *throws panties at stage!* That’s right, folks! We’ve managed to snag an interview with an inside man in Unity Evangelist, Mark Schoennagel. If your memory isn’t as bad as ours, then you will probably remember Mark Schoennagel who MC’d the
Download the Episode Here Today, TIME magazine released an article about Palmer Luckey, the Oculus Rift, and the recent stir that virtual reality has caused in the tech industry — an article that couldn’t have come at a better time! In this episode, the whole crew sits down to talk
Download the Episode Here Rogue podcasters Ryan, Obinna, and Andrew were feeling a bit brazen and decided to record an episode without the other two co-hosts. In this episode we answer the “How”, “Why,” and “What” when playtesting your game. The guys channel their inner Fido in this episode in referencing a somewhat
Download the Episode Here It finally happened! We wheedled the first person into sitting down with our ragtag group of developers for several minutes for an up close and personal interview. Travis Lacey is a freelance concept artist, seasoned Indie developer, official Steamworks Developer, Pax South Exhibitor, owner of Ravenseye
Download the Episode Here Just when you thought four’s a crowd, we add our fifth and final member to the Debug.Log crew! We are excited to welcome Eduardo Castillo Fernandez into the fold, who brings several years of professional development experience — both inside and out of the gaming realm.
Download the Episode Here In this episode, we unravel several UI solutions that have been birthed from the thralls of Unity’s legacy UI (OnGUI) system. Andrew wears his heart on his sleeve, shedding a single tear mid-recording when discussing pixel perfection, DPIs, and screen resolutions! The crew talks about the pros and
Download the Episode Here Woe is me! Ryan breaks a few hearts in this episode with his west coast news, so it was tough pulling Zack away from his bucket of Breyers ice cream and stopping him from binge watching the whole second season of “Friends” in order to record
Download the Episode Here It’s been a long road since Unity’s Unite 2014, when The Debug Log was first conceived in the streets of Seattle. It was at the conference, while surrounded by so many innovative minds, inspiring games, and tools developed for and using the Unity game engine, that