The Debug Log

The Debug Log

Download on the App Store

The Debug Log episodes

  • Episode 14: Adventures at Unite 2015
    ‘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: [email protected]
    1 hr
  • Episode 13: Best Practices in Mobile Game Development
    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!
    51 min
  • Episode 12: Unite 2015 Preview
    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: [email protected]
    42 min
  • Episode 11: 2015 IGF Grand Prize Winner and Crowdfunding Pioneers
    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.
    50 min
  • Episode 10: Version Control 101
    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: [email protected]
    45 min
  • Episode 9: Motion Capture on a Budget with James C. Martin
    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: [email protected]
    54 min
  • Episode 8: Top 5 Picks from the Asset Store
    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: [email protected]
    Game of the Week
    Marvel: Contest of Champions - Kabam
    58 min
  • Episode 7: How to Build a Community Around Your Game with Unity's Mark Schoennagel
    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: [email protected]
    1 hr 11 min
  • Episode 6: Virtual Reality and Unity3D
    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: [email protected]
    Game of the Week
    Star Wars Commander - Disney Interactive Studios
    1 hr 13 min
  • Episode 5: Playtesting your Game
    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 playtesting.
    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
    29 min

About The Debug Log

From the publisher's feed

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…