Gesamtlänge aller Episoden: 4 days 19 hours 5 minutes
In this episode, the whole crew sits down to talk about Virtual Reality and Unity3D. The five hosts weigh in on the current landscape of virtual reality headsets, how the rising stars of VR and AR are poised to shake up future game development, best practices when developing VR applications, and where the Unity3D game engine intersects with it all...
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 common phrase, “Eat your own dog food...
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 Studios, LLC., and Art Director for Aero's Quest, which was Greenlit on Steam in January...
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...
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 cons as well as things to consider about the many UI solutions that have been made available for Unity3D.
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 this week. Today’s episode is a bit of a doozy as we get rather intimate with a slew of data solutions for Unity. We talk about the built-in Unity PlayerPrefs, the cloud storage solution Parse...
After months of procrastination and five too many test episodes, the guys finally get together to talk about “All things Getting Started.” We all weigh in on how we started in game development, from loading DOS from floppy disks and finding love at first type with text-based gaming to developing smash Indie hits for XNA. The guys discuss several important Unity features as well as take a moment to answer a question that often rears its head to new developers, “So, I’ve downloaded Unity...