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    Software How-To

    The Debug Log

    Welcome to The Debug Log, a podcast about game development. Hosts Andrew, Obinna, and Ryan are all professional game developers. From games for health care to AAA mobile games, these guys have experienced it all and have the scars to prove it. That being said, this is not your typical developer podcast. The Debug Log balances in-depth discussions and interviews with a casual and wry sense of humor. Aiming to be both entertaining and informative, the show targets developers of all skill levels. Whether you’re just getting started or have several games under your belt, you’re sure to find something of value. Join them each week as they deep dive into the evolving world of game development.

    Advertise

    Copyright: © 2016 The Debug Lab, LLC

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    Latest Episodes:
    Episode 14: Adventures at Unite 2015 Oct 15, 2015
    Show notes

    ‘The crowd here is electric, Ryan! Developers of all shapes, sizes, and skillsets are pouring into the John B. Hynes Veterans Memorial Convention center here in Boston. We’ll be here all week on the ground floor, so stay tuned to the episode for more in-depth discussions on Unite. Anyway, stay classy TDLers and back to you in the studio, Ryan!’

    Unite 2015 Field Reporters Zack, Obinna, Andrew, and Eduardo (with special guest, Diana) talk about their experiences while at Unite 2015 in Boston. From their thoughts on the Keynote, Awards show, and pub mixer, to lunch and several of our favorite talks.

    Many thanks for riding along with us on this Unite 2015 review and we hope you enjoy the show! Feel free to send any emails with comments, questions, or thoughts about Unite 2015, to: thedebuglog@gmail.com

    Game of the Week

    ClusterPuck 99 – PHL Collective


    Episode 13: Best Practices in Mobile Game Development Oct 08, 2015
    Show notes

    What's the 'Viralability' of your mobile game? What's Viralability, you ask? Well, I'll tell you! Viralability is a completely made-up word that defines the capacity for your mobile game to go viral! If your game isn't hitting a Viralability Score of 6.0 or higher, then we are here to help!

    In this week's episode, the crew, sans Zack, sit down and talk about mobile game development -- specifically the major challenges and pitfalls developers usually run into when developing mobile games for the iOS and Android markets. We also drop a hint or two to help you achieve the Viralability score you've been looking for!

    We appreciate your tuning in this week and we hope you enjoy the show! Feel free to send any emails with comments, questions, or concerns about mobile game development, to: thedebuglog@gmail.com

    Game of the Week
    Hitman Go - Square Enix


    Episode 12: Unite 2015 Preview Sep 18, 2015
    Show notes

    Chugga chugga choo choo! That's right, folks! Unite 2015 is here and we're uber excited to be hopping on the hype train going straight to Boston. We can’t wait to engage with the growing Unity community at the conference and hope we can meet a few of our listeners while there — whether it’s at a bar, restaurant, library, or alleyway (um…scratch that)!

    In this episode, we start by talking about some of the new features and fixes that came with Unity’s 5.2 release. We then scrub through some of our highly-anticipated talks that we’re eager to attend while at the conference. To wrap things up, the guys offer up some general ‘tips and tricks’ to networking at game conferences like Unite 2015.

    Thanks, as always, for tuning in this week and we hope that you enjoy the show! Feel free to send any emails with comments, questions, and concerns about Unite 2015 to: thedebuglog@gmail.com


    Episode 11: 2015 IGF Grand Prize Winner and Crowdfunding Pioneers Sep 11, 2015
    Show notes

    In this episode we speak with a handful of game development pioneers in CEO and Founder of Fig, Justin Bailey and the team behind the 2015 IGF Grand Prize winner, Outer Wilds. Justin breaks down how the Fig platform works as a curated crowdfunding and investing medium where passionate players and developers intersect. Lead Designer Alex Beachum, Producer Avimaan Syam, and Engineer Logan Ver Hoef describe the premise and promise of Outer Wilds, an in-depth exploration game built in Unity3D.

    Their experiences, struggles, and triumphs are sure to grab and hold your attention in this episode.


    Episode 10: Version Control 101 Sep 04, 2015
    Show notes

    A personal Github account with Large File Storage: $0. Hosting a server for your repository: $300. Writing an epic compression algorithm that you lose because you didn’t have your project under source control: priceless. Devs, don’t be -that- person! Set your projects up with version control — early and often.

    In this episode we do a survey of the more popular version control systems (VCS) made available to developers, while also covering the advantages and disadvantages of each. The crew, sans Eduardo, share stories about their experiences with both centralized and distributed VCSs and recommend tips and tricks on managing your project.

    We appreciate you tuning in this week and we hope that you enjoy the show! Feel free to send any emails with comments, questions, and concerns about version control in Unity to: thedebuglog@gmail.com


    Episode 9: Motion Capture on a Budget with James C. Martin Aug 28, 2015
    Show notes

    Byah, byah, byah! Ahem, that was me practicing my jiu jitsu moves via text... anyway, horrible jokes aside, if you've ever wanted to motion capture your fighting moves, dances moves, or pretty much anything else -- then this episode is definitely for you!

    In this episode we talk to James C. Martin, Owner and operator of Mobacap, a company that specializes in providing motion capture services. James talks about a powerful, yet inexpensive mo cap suit by Noitom called Perception Neuron. He also discusses some very interesting 3D and 2D tools, in CrazyTalk and iClone, that integrate nicely with Unity.

    Thanks again for tuning in this week and we hope you enjoyed the show! Feel free to send any emails with comments, questions, and concerns about motion capture in Unity, to: thedebuglog@gmail.com


    Episode 8: Top 5 Picks from the Asset Store Aug 21, 2015
    Show notes

    We raise a glass to you, Christian Strang, for without you today's episode might not have been possible!

    On today's episode we tackle Christian's question about our favorite Unity Asset Store assets. Each of the guys pick one of their favorite assets and talk about how the asset has influenced the way they develop games in Unity3D. Outside of their favorites, they discuss other assets they've encountered that have stood out among the many available utility, art, and scripting assets on the asset store.

    We also introduce a new segment to the show, tentatively named "Shop Talk," where we lay out what things we are currently working on outside of the podcast -- from games, projects, new tools, etc.

    We sincerely appreciate all of the feedback and questions we've received and encourage everyone to continue sending questions, comments, and feedback so that we can continue to deliver interesting and enjoyable content.

    Thanks again for tuning in this week and we hope that you enjoy the show. Be sure to send any emails with comments, questions, or thoughts regarding Unity's Asset Store to: thedebuglog@gmail.com

    Game of the Week

    Marvel: Contest of Champions - Kabam


    Episode 7: How to Build a Community Around Your Game with Unity's Mark Schoennagel Aug 13, 2015
    Show notes

    Oh. My. God. It's Mark Schoennagel!!! throws panties at stage! That's right, folks! We've managed to snag an interview with an inside man in Unity Evangelist, Mark Schoennagel. If your memory isn't as bad as ours, then you will probably remember Mark Schoennagel who MC'd the Awards show (quite beautifully) at Unity's Unite 2014 in Seattle and who will be doing the same during the 2015 Unite Conference in Boston.

    In this episode, we speak with Mark about his background as an animator and role as a Unity Evangelist, how to build community for your game, and also wheedle Mark into giving us some of his favorite tips and tricks when developing for the Unity game engine.

    Like always, we are glad you're tuning in this week and we hope that you enjoy the episode! Be sure to send any emails with comments, questions, or thoughts you have about community development to: thedebuglog@gmail.com

    Game of the Week

    City Skylines - Paradox Interactive


    Episode 6: Virtual Reality and Unity3D Aug 07, 2015
    Show notes

    In this episode, the whole crew sits down to talk about Virtual Reality and Unity3D. The five hosts weigh in on the current landscape of virtual reality headsets, how the rising stars of VR and AR are poised to shake up future game development, best practices when developing VR applications, and where the Unity3D game engine intersects with it all.

    Thanks again for tuning in this week and we hope you enjoyed the show! Feel free to send any emails with comments, questions, and concerns about virtual reality in Unity, to: thedebuglog@gmail.com

    Game of the Week
    Star Wars Commander - Disney Interactive Studios


    Episode 5: Playtesting your Game Jul 30, 2015
    Show notes

    Rogue podcasters Ryan, Obinna, and Andrew were feeling a bit brazen and decided to record an episode without the other two co-hosts. In this episode we answer the “How”, “Why,” and “What” when playtesting your game.

    The guys channel their inner Fido in this episode in referencing a somewhat common phrase, “Eat your own dog food.” The guys explore the phrasing and its many interpretations, highlighting a few ‘gotchas’ when approaching playtesting, such as modular tests versus holistic play testing.

    Thanks again for tuning in this week and we hope you enjoyed the show! We are still receiving an overwhelmingly positive response and sincerely appreciate all of the listens, downloads, and ratings and reviews we’ve received on iTunes! Every review helps us immensely.

    Game of the Week

    The Room - Fireproof Games

    TL;DL — “Too long, didn’t listen"

    “Eat your own Dog Food” is a software term used to reference a scenario in which a company uses its own product to validate the quality and capabilities of the product.
    When play testing, ask yourself, “Is this game system/scene/NPC in alignment with what the game designer/producer/engineer had in mind? Does the functionality match the design?”
    Typically, developers are drawn to testing their game modularly (system by system). However, there can be pitfalls when testing things so modularly and you can find yourself missing things that would otherwise not show up until you test the game in it’s entirety.
    Testing in Game Development isn’t quite the same as other development domains (i.e. Web development) in so that you can typically test a whole website automatically with things like Continuous Integration testing. This doesn’t quite work in games as there are several other aspects and influences in a game (think, colliders, game objects in a scene, physics) that can’t quite be as well controlled. So, physically testing your game is absolutely essential.
    Remember, "small changes can have huge casualties” in your game. Do not assume that moving a game object in a scene one pixel to the left will not cause any problems… playtest, playtest, playtest!
    In most games, “fun” is the name of the game. Testing for fun is critically important.
    “Fail early and often.” Get your game out there and in the hands of potential consumers (friends, family, etc) and get their feedback on ‘fun’ and ‘functionality.’
    Playtesting is something that you should be doing from the very beginning of a project, not something that happens after you’re ‘done’ with the game. Play testing can start as early as the prototype phase of a project.
    Check out the Halo 5: The Sprint documentary about how they hired several Halo experts to playtest their latest game.
    Playtesting Pro Tip: “Put music/SFx in your game as a final polish step” — or mute your speakers as it can, and probably will, become annoying.
    We recommend visiting the Unity Forums to request for feedback on your game in progress. Share it. Test it!
    There are key advantages of “blind testing” as opposed to “guided tests”. Blind testing is giving your game to someone without being there to facilitate the user’s interaction with your game. This ‘blind test’ helps with honest and unrestricted reviews on your game by the tester. You can learn what you’re doing right, what you’re doing wrong, and maybe even get new ideas by play testing with others.
    The Debug Log Facebook group (“The Debug Lounge”) opens up their doors, inviting members to share their games with the community for play testing and feedback.
    Other interpretations of “Eat your own Dog Food” is that you should build robust systems so that they can be reused in your current project and/or other/future projects. Emphasis on code reuse and object-oriented design.
    Image: Toine Rooijmans


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