Back to the Drawing Board

Saturday, December 24, 2016

After 2 long months, this VR Jam is finally over. I put more effort into it than probably any project in years, if not ever. With my $0 budget and limited time constraints I was stretched all over, digging deep to find new levels of talent I had never seen before from myself. I had to do scripting, 3D modeling, shader coding, texture creation, animation, logo design/creation, menu creation, design new original game mechanics, scene composition, design a consistent aesthetic, create story/premise, design and create a trailer, come up with humor for everything, testing with limited to no proper hardware, and probably stuff I'm forgetting. It's an insane amount of areas I have to have skill in and divide my limited time between.

My First Game!

Sunday, November 20, 2016

Yesterday I announced on my new website that I'm finally making my first game! It should be noted that I don't count W.A.R.P, the game I made for last years oculus VR Jam, because I tried to make a game with that, but don't feel I succeeded and didn't plan to move forward with it. But this one I do! I hope to one day release this commercially!

New "Professional" Website

Sunday, October 09, 2016

Something I've been wanting to do for a while, but never seemed to get around to is making another website. This one has served me fine, but the fact is that some of the projects I've posted here over the years just don't belong along side others. Z-Net, Kokiri Forest, etc. Due to their nature they don't reflect a professional side of myself, and as I try to move forward with publishing assets for sale on the Unity Asset Store, one day make and sell a VR game, and even offer myself up for freelance services, the two sides don't belong together.

So I've been wanting to make a "professional" website for a while, and I finally did just that!

First Impressions - CV1

Monday, September 26, 2016

Today I finally got my head into a CV1! It's been a couple weeks longer then I expected, but still is early since I don't have all of my hardware yet.

Not counting the things I'm not upgrading right now, like Power Supply and non-SSD HDD, this is my part list. Not top end, but way above the level I'm used to! I'm still waiting on the MB, RAM and SSD, but I did install the GFX card into my current system to see how well the CV1 works. I expected the USB 2.0 of my current system to bottle neck it, and I'm sure it is, but surprisingly it works quite well as is to allow me to dev, try some demos, and form opinions. And I guess that last one is what this is about.

Figure it's time for a general update

Wednesday, August 31, 2016

Since it's been a few months, I feel I should post something.

I'm happy to say that the sales of my 2 unity assets have picked up since my last post about them. While money isn't rolling in like crazy, I never expected it to be. But I'm currently quite satisfied with the sales the past few months. I don't know what caused sales to pick up. My increased efforts in marketing material, increased capabilities, or just that it takes some time to get noticed. Whatever it is, it's working now! Its mostly the VR3DImagerViewer asset to my surprise. Since it's more popular, I've been more focused on it. The live version is pretty stocked with features and fine tuning. I even have official video and Stereoscopic 360 media support coming up in the next version! There's not much else left on my list for it. Currently I'm just waiting on some hardware so I can update the setup procedures since Unity v5.4 changed things quite a bit. I know Vive support at least got broken to an extent, and now requires a new setup procedure. Rift support, I'm not sure about. I'd think it would too, but all my feedback so far has been from Vive users.

I got bored... - Kokiri Forest/Project Ocarina

Monday, May 23, 2016

With my 2 Unity assets published, I need time evaluate their success. So I don't want to start another asset until I have a clearer idea of investment vs reward for asset publishing from the evaluations of those. Ideally, I'd be working on the RPG I want to make. But there's little I can do ATM outside of brainstorming for that. I need to actively work on something! It's a weird feeling for me, but I don't have a lot on my plate right now.

Updated VR3DImgeViewer - More Asset Store Experience Talk

Friday, May 20, 2016

Last week I updated VR3DImageViewer, and it was approved on the asset store a few days ago. The main things that are updated about it is a new optional method for rendering 3D images, and some better visuals for conveying what the asset does.

TransformEx now on the Unity Asset Store!

Saturday, May 07, 2016

I'm a couple days late on posting this. I wasn't going to since I said the bulk of what there is to say in my last post about it. But hey, it's my birthday, and I like to do releases on my birthday, so why not make a short post?

The approval process went much smoother then last time, and a few days quicker as well. TransformEx is now available! This one should do well in the long run. It's a tool every VR dev should have!

TransformEx

Size and Position objects using real units of measurement.

For sale now on the Unity Asset Store!

My 2nd Asset for the Unity Store

Sunday, May 01, 2016

As of writing this, I just finished up and submitted my second asset earlier today. Wooo! Twice the assets, twice the money right? lol. No. =p

Sadly, 2x zero is still zero. But seriously, this next asset "should" hopefully do better. The VR 3D Image Viewer asset fills a unique need. One that few have. Fewer then I even thought. While not quite this harsh, I knew that going in. I wanted it to fill a need people didn't know they had, because it would be the only option in a corner of the market I created. But as good as I hoped things would go with that, so far they're going the other direction.

My Learning Experience with the Unity Asset Store

Friday, April 22, 2016

Going into something that is new to me like publishing assets on the Unity store, there are a lot of unknowns. I don't know many/any people who have published assets there, online discussions of the subject are hard to identify with, and really everyone's experiences are going to be different due to the differences in assets. Some assets would be more or less in demand based on the skills needed to produce them and how many alternatives there are to a particular asset.

My first published Unity asset!

Friday, April 15, 2016



Today is a big day for me. I finally get to take my first step into being a game developer. I also finally get to see a 12+ year hobby start turning into something more. Perhaps the start of a career.

Today my first of hopefully many assets hit the Unity Asset Store. I suck at naming things, but I called it "VR 3D Image Viewer". It allows devs to use Side-by-Side 3D images in their scenes and for users to view them as intended, with full 3D effect in VR. It works with SBS, Cross-eyed, and Top/Bottom style 3D images. You could even use it with animated images if you wanted, as I almost included a VideoTexture demo showing Big Buck Bunny before I decided to scrap that due to that not being the most ideal use for VideoTexture, and that it might be misleading. That also bloated the package size beyond reasonable levels. Perhaps I'll do an update later for that.


I Think I'm No Longer a VR Developer

Wednesday, March 30, 2016

I recently realized that I haven't updated my blog in like 9 months. I haven't really talked with anyone from the VR community for about half of that. So among the few that might even wonder what happened to me, none would know. I want to try to fill things in now, but I know I'll easily go off on rants. So I'm going to try to keep things shorter and more informational.