A really fun project my group Quantic Games is Robo Reebot. Reboot to save the world! Even Computers get viruses! I made tools that I enjoyed a lot in this project. We were a really good team that I learned a lot from. This is our own game engine, read more about it from the links at the bottom of this page. Download the game at!

We used Unity as our Level Editor for creating levels to our GameEngine. To export levels from Unity we made an export tool with C# and used json because it’s faster than xml to read. Compared to the previous project we changed export Gameobjects with components. So it makes it more easy to add features like scripting for Level Designers and so on. This exporter I worked together with Marcus Stein

A small but very important part is moving files. As Technical Artist I got the job to do .bat files to move files across our server. Good batch workflow that in end save many hours of work. Not only moving files but also converting .png files to .dds files with Nvidia Compress Tools.

We used the navigation mesh from Unity. So we exported the navigation mesh into a Houdini Digital Asset to recalculate polygon mesh for our game engine and after that exported to Maya. From there with a pymel script exported to correct place in the game engine. Preferably would be direct from Unity but because of our workflow and fbx circumstances we couldn’t. I used C#, pymel.

For Level Designers, I made a tool for rotate GameObjects easily and resetting. For that, I used C# and also made a xml file for saving settings for each user.

A great tool that I made to my Level Designers Fredrik Sjö and Carl-Henrik Andersson was a really fun tool. With there feedback and needs I created an instance place tool that made our houses for this Game Project. Made in Houdini and VEX code.

This is a placeing tool for the ground plane. The power of this is the speed and accuracy for placing ground plane. This tool was made for LevelDesigners Fredrik Sjö and Carl-Henrik Andersson. With there feedback we made it. Here I also made a preset for each user because we used SVN so everybody shares the same project folder. saved with xml.  Made with C#.

Using the Numpad to place to objects.

1. Activate/Deactivate tool.
2. Place objects on parent Object
3. Y position in world
4. Grid size to match GameObjects.
5. InstanceObject to place
6. Show prefab in folder
7. Select all Objects in the scene
8. Save Settings!

When used the tool explained above, then who is dressing the level uses this tool. This tool generates lower walls and only in the direction that Game Camera Sees it. More visual explained in the video below. You simply populate what to populate from and what to populate to. This is made with C# and saved settings with xml.

1. Y-axis world Offset
2. Gridsize to match GameObjects
3. Size of type of instances to generate from
4. Save settings
5. Load settings
6. Depth size of Prefab
7. Depth size of Prefab
8. Depth size of Prefab
9. width size of Prefab
10. Generate prefabs
11. Generate parent to place objects as child’s
12. Choose custom Parent.