I recently went on the journey of determining when I first started using Unity. It was a rabbit hole that was so deep that even my Gmail history was starting to struggle. It came up in conversation with a few engineers after they recognized my alias having used some of the tools I’ve made in […]
I am a father to an awesome son, who inspires me. I am a husband to an amazing woman who makes me a better person every day. So why is it that I don’t lead with these defining features when asked to talk about myself?
Recently, Epic announced that it would be offering a games store like Steam, but with a few key changes. Most notably a lack of a discussion forum. This was seen by most as a breath of fresh air, for the combination of anonymity and humanity has resulted in Steam becoming one of the most toxic […]
A while back Unity approached small independent studios to get a feeling for how they work in the industry and ultimately how they’ve stayed successful. dotBunny was among the lists of studios contacted, having worked with Unity since 2006. Here are some of my thoughts and comments now that I’ve seen the collated data.
As the PTBO Game Jam has grown, so have the complexities and logistics involved in putting on an event of it’s size in Peterborough, Ontario. PTBO Game Jam 04 presented its own unique set of problems, and hard learned lessons.
Every few months there is a wave of emails about students wanting to intern at dotBunny. Almost all are turned down, here is why!
Moving away from using the Unreal Engine provided rocket build can at first seem like a daunting task, but after a while, you will probably find yourself asking why you didn’t switch sooner. There are a few prerequisites to being able to use the source code version, but thankfully, this article will attempt to step you […]
So you have moved away from using the pre-built solutions of Unreal Engine; awesome! The next logical step is creating a portable Unreal Engine rocket build of your own. Whether you are working in a large team or working on your own, a rocket build takes the technical lifting out of working with the Unreal […]
This past weekend in Peterborough, Ontario was PTBO Game Jam 03. A fun filled weekend of game development, sleep deprivation, pizza and Tim Horton’s.
We are hardworking game developers who accomplish incredible things when we set our minds too it; so it is not surprising of what we have produced this month long sprint. You know what we are not good at? Getting funding from outside sources.
It’s been just about a week since we started agressively working on our own game at dotBunny. While there are many roles too fill on the game, I got “dibs” on engineering lead. It’s great to be back in code every day, and furthermore its great to be working on something that truly is something I can call my own.
A second day on evaluating engines and being pretty sure about moving development of our internal project over to Unreal (Unreal Engine 4). That about sums up the day really, I am feeling more and more confident in taking the risk of switching development of Dethol over.