Posts By: Scott Richmond

Creating a cutout shader for doors and windows

Posted by & filed under Programming, Unity3D.

For the game I’m currently working on is a 3D isometric management game where you build rooms on a spacestation. The rooms and spacestation are made up of a series of tilesets so the player can effectively paint out the rooms in any size and shape they wish and the wall tiles are snapped together and […]

Improving the FBX workflow between 3ds Max and Unity3D

Posted by & filed under Uncategorized.

As some of our artists swear by 3ds Max we must support it and ensure the workflow between it and Unity3D is as seemless as possible. Unfortunately even though 3ds Max and among the top few 3D modelling applications there are still some serious workflow issues with it. One of the common tasks one performs – […]

Important Tips on Hiring a Video Games Writer

Posted by & filed under Game Development.

I’m Scott Richmond, the Producer and a programmer at Brightrock Games. I am lucky enough to have been able to go through the experience of Kickstarting and, as of April 2015, successfully releasing our game War for the Overworld. WFTO had a considerable amount of writing in it as well as voice acting, and in this article I […]

How to Improve the Performance of Unity3D Animations

Posted by & filed under Uncategorized.

In our game War for the Overworld we make pretty heavy use of animations with users being able to potentially see 25-100 units on screen at once. This means that the Animation Renderer takes up a considerable part of our frame time, and as such any tuning there can create a noticeable performance improvement. Recently I decided to […]

Tuning Git for large binary repositories

Posted by & filed under Uncategorized.

Git isn’t particularly well suited for video game repositories where you want to version binary files such as art assets and at some point it will start to crack at the seams. Currently there is no 64bit Git build for Windows and at some point your repository will begin to crash with Out of Memory exceptions […]

Using Meraki to deploy SMB networks

Posted by & filed under Networking.

I’ve recently become very infatuated with the Meraki brand of routing, switching and wireless product line. Recently bought out by Cisco, Meraki products primarily rely on an extremely neat cloud-based software management service that comes with every Meraki device licence. Its funny how I’ve seen my colleagues react to the way the Meraki products work with their […]

Installing Mono3 on Ubuntu 12.04

Posted by & filed under Uncategorized.

Unfortunately Ubuntu 12.04 does not have any packages for Mono3, so we must compile and build it ourselves. Below are the instructions on how to do so. This article is a slightly modified version from Lovesmesomecode.com. Installing Dependencies First, we need to install all the dependencies we will need.

Cloning source code repositories Now, lets […]

Edit and Apply registry settings via PowerShell

Posted by & filed under Programming.

The video game Diablo 3 is a great game, however due to its extremely vibrant and chaotic particle effects during fights it can become very difficult to see the mouse cursor. So I’ve written a quick script for Windows users to turn on mouse cursor trails in Diablo 3. It will automatically disable the trails […]

Using Git with 3D Games

Posted by & filed under Game Development, Programming, Unity3D.

Git can work fine with 3D Games out of the box. However the main caveat here is that versioning large (>5MB) media files can be a problem over the long term as your commit history bloats. We have solved this potential issue in our projects by only versioning the binary asset when it is considered […]