Every year, we gather everyone who works in Quality Engineering positions across Unity gathers for one week of learning, sharing and socializing. This January, 110 QA folks from our offices around the world flew to sunny Sweden and huddled up at a nice snow-covered beach hotel. The theme of this internal mini Quality-conference was “Our Quality Mission at Unity”. Read on to find out what talked about and what that means for your experience with upcoming Unity editor releases. For the first presentation on Monday, VP Quality Thomas Petersen talked about the nature of quality taking inspiration from both 3-star Michelin kitchens, mechanical precision watchmaking, and astronomy equipment. It ultimately led back to the mission statement for Unity QA: Provide expertise and implementation support, for all aspects of quality, that results in increased organizational knowhow and increasingly higher quality product. A bit of a mouthful but if you unpack it this single sentence … [Read more...] about Quality Week 2019 – Unity Blog
Debt blogs getting out
A woman doing her makeup as the camera slowly pulls out to reveal she’s missing the bottom half of her face, a gaping cybernetic maw in its place. A cable jacked directly into a businessman’s skull, sparking and smoking as it fries his brain. An elevator the size of an apartment, crawling up the side of a high-rise towards the sky. These are just some of the fragmented vignettes studio CD Projekt Red put on display in Cyberpunk 2077’s debut trailer earlier this year. As an introduction to Night City, it promised one of the most distinctive game settings since Rapture or City 17 — but not much of its neon-soaked imagery is original. And that’s by design. With this game, CD Projekt Red is drawing from a long tradition, one that — unusually — is named right there in the title: cyberpunk. But what exactly does that mean, and where did it come from? Before “cyberpunk” You can trace the roots of cyberpunk back through multiple … [Read more...] about What is cyberpunk?
Over lunch at a quiet, fancy Hawaiian joint in downtown San Francisco, I find myself struggling to interview Greg Miller. The trouble with Miller is not that he’s rude or evasive, like some midtier celebrities. In fact, he’s quite the opposite. He’s garrulous, friendly, funny and open with me. The problem is, he’s this way with just about everyone. Miller is the central figure for Kinda Funny, a cluster of YouTube videos, podcasts, live events and communities loosely centered around games and geek culture. He shares the Kinda Funny desk with a handful of other personalities ― including Nick Scarpino and Tim Gettys ― but there’s never any doubt that he’s the main attraction. He has more than 1.3 million followers on Twitter. Thousands of fans pay into Kinda Funny’s two Patreons every month, one dedicated to games, the other to broader culture and entertainment. Hundreds are willing to travel great distances to meet the man, and to … [Read more...] about The Greg Miller story
Note: This is a sponsored blog post for Legends of Learning. I've been following the work of Legends of Learning from the start. They have developed a very interesting ecosystem (no pun intended) for Games to teach Science concepts. Legends of Learning essentially opened up their platform for developers to create and publish science games to teach to specific science standards. Games can be reviewed and rated by both Students and Teachers. I love this idea as it provides an opportunity for good games to rise to the top while not so good games won't survive. I suppose we could teach Darwinism through this vetting process. Anyone who knows me knows that I am a strong proponent of game based learning and a critic of game based learning done poorly. I tend to favor the use of commercial games in school but would definitely LOVE to see more commercial quality games that are intended for learning. Often, however, games for learning often fall victim to the over used "chocolate covered … [Read more...] about Legends of Learning: An Ambitious Game Based Learning Platform for Science Education
March 4~11… what a crazy, crazy week. It wasn’t as bad as I thought it might be based on my first experience back in 2012 (this time I actually slept a good 7~8 hours each night!), likely because I’m a lot more knowledgeable than I was back then, and have lots more tools at my disposal. Still, the desire to create something awesome had me putting easily over 80* hours of work into POLYBOT-7, my entry for this year’s Seven-Day Roguelike Challenge. (*This is during the week only--excludes all pre-7DRL preparation!) The rate of problems and solutions flying through my brain throughout the week was pretty overwhelming. Tiring sometimes, but at the same time exciting to try to find hacks that could manage so many features and content in such a short period. So. many. hacks. The technical debt is real! I was cringing as I wrote much of the code, but had little choice--take the fastest route possible or risk failure. For the first few days I was doing a slightly … [Read more...] about 2018 7DRL Postmortem, Part 1: Preparation