How-To: Real-Time World Mapping in your Session Logs
If you mention an NPC, Location, or Item that you’ve already created in the World Builder, the app recognizes it instantly.
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If you mention an NPC, Location, or Item that you’ve already created in the World Builder, the app recognizes it instantly.
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Learn how to create Random Tables and combine them into Batch Rolls to generate multiple results with a single click. This guide shows you how to build tables, add entries manually, in bulk, or with AI assistance, and reuse them to quickly generate NPCs, locations, encounters, and more.
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Creating game sprites used to take hours of painstaking work, drawing frame by frame, tweaking pixels, and hoping the animation felt right. AI-generated art enables you to create a whole sprite sheet in seconds, but it still takes some effort to get it pixel-perfect and ready to use in a game. In this post, we’ll show you how to take AI art and transform it into a polished asset that moves fluidly, letting you focus on building your game instead of wrestling with every frame.
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Learn how to run a sandbox TTRPG campaign with zero prep using random tables. This guide shows how to quickly build towns, NPCs, and story hooks on the fly, freeing you to react and improvise with confidence. Includes tips, examples, and a printable Town Starter Kit to get started fast.
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You've got a session tomorrow, and you're short on time. Prep can be a daunting part of running a game, but what if you could cut your prep time in half and still deliver compelling sessions? Enter: random tables.
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Tools help you make great maps. But the story is still up to you. A map is not just a backdrop. It is the spine of your narrative. This post shows how to turn locations into narrative hooks for your game, novel, or campaign.
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Sharing prototypes early helps shape better games. In this post, I show how I use Final Parsec to instantly deploy and share my Godot builds for fast, browser-based feedback.
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Shaders are a powerful tool in game development, allowing developers to create rich, visually striking effects that can greatly enhance the realism and immersion of a game. However, they can also be complex and difficult to understand.
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Learn how to breathe life into your Unity projects with parallax effects in this step-by-step tutorial.
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Learn the basics of programing with Unity! Starting with how to use the colsole.
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An addendum to a previous post that gives additional details if you're still having trouble deploying your Unity games to an Android device.
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Learn how to create a simple object pooler in Unity3D in our series about building a 3D shooter on rails.
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Video tutorial about managing enemy health in a rail shooter built with Unity3d. We'll also discuss killing enemies in fiery explosions.
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An enlightening guide on how to create a simple parallax effect in Unity. Using parallax is a really cool way to breathe life into your games.
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Video tutorial about turrets and missiles in a rail shooter built with Unity3d.
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Quick tutorial covering how HTTP headers affect browser caching and configuring Apache for your needs.
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Video tutorial about ship and camera movement in a rail shooter built with Unity3d.
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See a few video examples of a Unity program that visualizes A* pathfinding in a user friendly way with a tracing option.
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The sixth video tutorial of a series which takes you through the process of building a tower defense game.
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The fifth video tutorial of a series which takes you through the process of building a tower defense game.
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The fourth video tutorial of a series which takes you through the process of building a tower defense game.
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Learn how to detect enemies and shoot projectiles at them. A continuation of the tower defense tutorial series.
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The third video tutorial of a series which takes you through the process of building a tower defense game.
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The second video tutorial of a series which takes you through the process of building a tower defense game.
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The first video tutorial of a series which takes you through the process of building a tower defense game.
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Step-by-step instructions to learn how to deploy an existing Unity game to your Android device or get a game ready for releasing to the Play Store.
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Technical talk from Matt Bauer about Unity creating scaling health bars in Nauticus Act III, the RTS style conclusion to Nauticus.
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Technical talk from Matt Bauer about Unity animator state machines in Nauticus Act III. Simplify Unity state machines into manageable sub-components.
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Technical talk from Matt Bauer about A* pathfinding in Nauticus Act III.
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