Voice Control – journey begins

In Star Trek, the computer isn’t just a voice recorder but an invisible crew member. When Picard says, “Computer, divert emergency power to the forward shields,” he’s not navigating a menu—he’s issuing a complex command with variables. And I f***ing LOVE that idea. My goal wasn’t just to make the game “listen,” but to give …

Pathfinding in 3D dynamic environment

Pathfinding in Battle of BackYard was a real challenge. Unlike many games that rely on 2D navigation layers or predefined paths, our game needed to handle full 3D movement, dynamically changing environments, and a huge, player-modifiable map. Oh, and it had to run smoothly on regular gaming machines.

First(ish) Trailer for Battle of BackYard!

Today is a big day for us at Orion Belt Games—we’ve just released our first (kind of first) public trailer for Battle of BackYard… and it feels like we’ve been working toward this moment forever, and I’m so excited to finally share it with You.

Enhancing Unity: Colored Hierarchy and Custom Icons

Staying organized and efficient is crucial. As a gamedev, I’ve often struggled with cluttered hierarchy in Unity, making it difficult to find and manage game objects. This not only slows down productivity but leads to frustration.

BoBY: Cutscene system

In Battle of BackYard, there exists a Photo Mode allowing players to adjust camera position, orientation, and parameters such as Depth of Field, Aperture, etc.

Since the game needs to enable players to create cutscenes (mission editor), I’m faced with the task of building the most “blocky” system possible, which will be easy to use and, at the same time, relatively simple to understand and utilize.