Data-Driven Development in Unity – Part II

In the first module of this series, I outlined why data is valuable, and some very simple examples of how to implement a data-driven approach to game development. But I felt that a single post simply couldn’t do data justice – it’s an enormous topic. On the topic of data-driven development, let’s talk about a few different ways to store information.

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Data-Driven Development in Unity – Part I

Much of my work over the course of the last 2+ years has revolved around implementing traditional programming patterns in Unity projects. As a result, it has come to my attention that this is an incredibly uncommon practice. The diversity of the Unity developer base, and the ubiquity of Unity as a game development platform (primarily due to its entry-level cost of $0) has cultivated a very hack-it-together mentality among most Unity developers.

Don’t get me wrong! I don’t intend to chastise or belittle newcomers to the medium. My goal is simply to introduce a few key concepts that could catapult you into creating good, extendable, scalable code which is written with a clear intent. While these concepts aren’t 100% necessary for building simple games, they are required if you plan to build anything that needs to scale. Continue Reading

First Steps with PyMEL

It’s been a while since my last post. ClearWave work is keeping me quite busy (a good thing!), which means that I don’t have as much time as I would like for personal R&D. However, this week provided some much-needed me time.

After my trip to Vancouver for SIGGRAPH, I’ve been doing some introspection. My broad background is well-suited for pipeline development, which means that I should be focusing my efforts on scripting, rigging, and tool creation. So I spent a few days this week learning Python, PyMEL, and tooling around.

This script is nothing crazy, but it generates x^2 number of objects, and an expression for each that drives its animation based on its grid position. More technical info available after the jump.

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