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Bronson Zgeb

Bronson Zgeb

Unity Expert, Teacher, Friend

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Posted in Announcements

Shot Supreme is available now!

  • bronson
  • posted on November 28, 2023November 28, 2023
  • No Comment
Hi! I just released my first entirely solo-developed game, Shot Supreme! It’s the first game from my new studio, BrightWorm, and I’m super excited to share it! It’s available on
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Shows an example cave generated by a cellular automaton
Posted in Procedural Generation, Unity Programming

Procedural Generation with Cellular Automata

  • bronson
  • posted on January 30, 2022January 30, 2022
  • 3 Comments
In this post, we will explore the basics of cellular automata as a tool for procedural generation. Both cellular automata and procedural generation are topics with near-infinite depth, so we’ll
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Posted in Graphics, Unity Programming

Drawing with SDFs in Unity

  • bronson
  • posted on January 15, 2022January 17, 2022
  • No Comment
This post will explore 2D SDFs in Unity. We’ll learn what SDFs are and see one way to draw them in Unity. What are SDFs? SDFs (or signed distance functions) are functions that describe
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Simplified Collision Worm
Posted in Editor Tools, Unity Programming, Utilities

Build a better collider importer with Asset Processors

  • bronson
  • posted on November 27, 2021November 30, 2021
  • 10 Comments
This post will show how to automate your asset integration workflow in Unity using Asset Processors. We’ll build a tool based on the design of Unreal Engine’s static mesh importer that
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Posted in Optimization, Unity Programming

Low Power mode in Unity

  • bronson
  • posted on October 16, 2021October 16, 2021
  • 2 Comments
In this article, I’ll show some ways to lower the power consumption of your Unity apps and games. But first, let’s talk about why we might consider doing this. Why bother? If you’re
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Toon Link in URP with Shader Graph
Posted in Editor Tools, Graphics, Unity Programming

Custom Lighting in Shader Graph Part 2

  • bronson
  • posted on October 11, 2021October 12, 2021
  • No Comment
In this article, we’ll continue to improve the workflow of the previous article, in which we created a process for converting Shader Graphs to a custom lighting function. The last article ended
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Toon Link in URP with Shader Graph
Posted in Graphics, Unity Programming

Custom Lighting in URP with Shader Graph

  • bronson
  • posted on October 4, 2021October 12, 2021
  • 1 Comment
This article will demonstrate how to support custom lighting functions when using URP and Shader Graph. We’ll start by exploring how Shader Graph works. Then, we’ll build a tool to
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Posted in Architecture, Unity Programming

The Command pattern with Scriptable Objects

  • bronson
  • posted on September 25, 2021September 25, 2021
  • No Comment
In this article, we’ll implement another classic programming pattern in Unity. This time, it’s the command pattern. Why use the Command Pattern? At its core, the command pattern makes
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Posted in Architecture, Unity Programming

The Type Object pattern with Scriptable Objects

  • bronson
  • posted on September 17, 2021September 17, 2021
  • 6 Comments
This article will demonstrate how to implement the Type Object pattern in Unity using Scriptable Objects. What problem does Type Object solve? There’s plenty of literature on the subject, but
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Just a scene
Posted in Architecture, Unity Programming

The Scriptable Object Asset Registry Pattern

  • bronson
  • posted on September 11, 2021December 23, 2022
  • 6 Comments
This article describes a pattern to serialize prefabs or any complex data. Doing so allows us to store data to disk or send it over a network to either a game server or another game client. This
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About

Hi, I’m Bronson Zgeb, a game developer. I founded a studio called BrightWorm.

Previously, I worked on games like GNOG, Lara Croft GO: The Mirror of Spirits and Please Don’t, Spacedog!.

In the past, I co-founded the studio KO_OP. Between then and now, I also worked for Square Enix MontrealĀ andĀ Unity.

Guest Blog Posts

#unitytips roundup blog 2021

Persistent Data in Unity

Become a better Unity Developer 2020

Talks

Unite Now 2020: Persistent Data

Unite Now 2020: Profiler Stats at Runtime

MEGAMIGS 2020: Mobile games in Unity

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