Clean Sci Fi: Modular Corridors and Rooms now available to buy on the Asset Store! Click the link below!!/content/32700

Just had confirmation that my asset pack has been accepted.

Actually something of a surprise since I’ve found a couple of issues that need fixing myself. Either the Unity crew didn’t spot them or didn’t deem them show-stoppers. So…hurrah!

Can’t find it in the store yet, however. I’ll post here when it goes live.

Wow! I’d better get my first update ready!

I’ve done a first draft of a promo video for the game assets. See it here!

Late last night I submitted a draft version of the asset pack for appraisal. This is the first time I’ve gone through the submission process so I am expecting to have to re-submit after reviewing Unity’s comments at the end of the review process.
I’ll keep you posted.

A month or so ago I received a message from an old lodger of ours, Stephen Whitson. Several years ago my wife and I put him up in our flat over Christmas as he was working as an actor in the Southampton panto. I did some work on projection for the panto, (which impressed him) and so, years later he contacted me to ask if I would help out on his latest work.

It turns out that Stephen is now a director of both short films and plays. Check out his company’s website to find out more.
Currently he is associate director on Cameron Mackintosh’s production of Barnum and had a seven week break from that show, which he wished to fill with a small project of his own. The two-handed play is called If Only… and is by the Canadian playwright Michael Tremblay.

Instead of writing this post I should be working on the projection asked of me for the last scene in the play. If you happen to be in the Clapham area of South London from the 6th do go and see it. It is a very small fringe venue so tickets will be scarce.

All the details are here.

Time has been fragmented of late. I teach at the Southampton Solent University once a week as an associate lecturer on their Computer and Video Games BA course. I really enjoy keeping in touch with students who are learning all this games malarkey for the very first time. I hope I help them with my experience, but I also know I get a lot back too. Just being with them can sometimes give you a fresh perspective. Anyway, I digress.

The much delayed Unity Asset Store Sci Fi environment pack is nearing completion and should be ready for release in a matter of days. On top of that I’m looking at what platforms outside of the previously mentioned Ouya can be exploited for publishing my forthcoming driving game, tentatively called Racer X.


The Ouya is so accessible it is begging to be a lead platform. Beyond that it seems silly not to publish on the Android marked generally with the Google Play store and Amazon. But there are other exciting possibilities too.

First of all there is nVidia’s Shield. Also an Android-based device but games can be deployed via Steam. I need to do a lot more research, and get my hands on some hardware, but it is so close to Ouya (Tegra 4 chipset etc.) that it seem silly to ignore it.

And perhaps even more exciting is the recent announcement by Unity that they are making PSM (PlayStation Mobile) publishing a free option. So I’m now registered as both a Shield and PS Vita developer too. Hurray!

It’s a little like coming home as a few years ago I worked as Lead Artist for Curve Studios in Islington, helping to develop the PSP versions of the hugely popular Buzz! quiz games in partnership with Sony themselves.

So my shopping list is getting longer: nVidia Shield; PS Vita; Time Machine.

You may not have heard of the little Ouya console, lost in the whirlwind of hype and marketing of the other two new game consoles. It is never going to compete with Sony and Microsoft but while it lacks their power they cannot compete with its openness. In fact its accessibility to indie games developers is almost too much, as a quick perusal through its roster of available game titles highlights. There are some grim offerings for sure. But also some great games, from established developers and talented individuals.

Why do I bring this up? Well for two reasons. Firstly, I quite like the console name. It has grown on me, despite being quite silly. And anyone of my generation who thought that Jeff Wayne’s War of the Worlds was wonderful will also immediately think that the console was named after the terrible noise emitted from the striding Martian tripods. “Oooooouuuuuyyyaaaaaaaaaa!”

And secondly I’ve gone and bought one. Primarily for a bit of game tinkering but it can also be a great little media centre (Playing more video codecs than my PS3 can). So I’ve been recently distracted by putting my existing sci-fi assets on the little console. I have a test room running and I’ve got a first person camera wandering around the environment. Fun!

Jan 24


I was alerted to a new piece of hardware and software tech from nVidia recently by a friend of mine. It’s called Shadowplay and with a combination of drivers, application and nVidia cards (650 and above) it is a super-slick screen capture utility.
I just happen to have a Shadowplay compatible card in one of my office Unity machines so I’ll be making use of this very soon.

Just in time to help me promote my wares.

Jan 24

Elevators 1.1

Blimey! I’m bad at this blogging malarkey. I’ve never kept a diary so I’m finding it a habit that needs to be cultivated. I’m going to experiment with scheduling some time on Friday mornings for some exclusive blog love. We’ll see how it goes.

Anyway, I have been making progress but, as always, it seems to take longer than expected. This time it has been those pesky elevators again. I had taken them to the point where they worked, after a fashion, and I recently decided that I needed to add some polish before release. Well, that opened a can of worms and I’ve burned several days on completely re-writing the C# code.

It turned out that form, as always, follows function and the features of the elevator code dictated how they would look; what buttons and interface to include and so on.

It was also bothering me that the system I had in place was very inflexible. Fine for a demo, in principle, but if I needed to change anything then it was like unpicking a very woolly sweater. So in my re-write I’ve aimed for a stripped-down but powerful, flexible system. One worthy of selling on, which is the whole point. In fact, it occurred to me that I should really offer it as a standalone package for purchase on the store. Having put in all the work it would be a shame to not get the reward.

So the plan, moving forward, is to include it with the Clean Sci Fi assets in a demo (or two) and also offer it for sale to anyone who doesn’t need the whole graphics package but may need a decent elevator solution.

Jan 10


Wow! Has it really been almost two months since the last post? This really needs explaining.

I’ll spare you the details but obviously I’d have hoped to have published my sci fi assets on the Unity asset store by now; ideally before Christmas. Plainly that didn’t happen and for the simple reason that I succumbed to illness.

On and off for over three weeks I had to take time out to just rest and recover. I did manage to do some more work on the project but progress was slow due to dwindling energy and fragmented time. As the juggernaut that is Christmas loomed I just had to throw up my hands and admit I was never going to be able to get anything out there before the break.

Christmas with a young family is tiring but at least I’d recovered. Unfortunately come New Year my lovely wife came down with the same thing that had blighted me! Since then I’ve been helping to nurse her back to health and look after our daughter, who is not sleeping through the night. All this makes me one tired bunny.

So there you go. Sorry about the delay but sometimes life just does this to you. We’re gradually getting back to normal and I’m hopeful that in a week or two….

Ah, I won’t jinx it.