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John Pile Jr

John Pile Jr

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Showing posts from Author: John Pile Jr

John Pile Jr is Engineering Director, Principal Engineering Manager at Schell Games.
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February 16, 2021 February 14, 2017
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Project | Actiongram and Sanrio (HoloLens)

For Actiongram content, we partnered with Sanrio to bring Hello Kitty to our HoloLens creators. […]

John Pile Jr
George Takei on Actiongram
February 18, 2021 September 12, 2016
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Project | Actiongram with George Takei (HoloLens)

With the power of volumetric video capture and our 3D Capture stage, George Takei helped us demonstrate the potential of holograms.

John Pile Jr
Warcraft Orgim
February 16, 2021 August 16, 2016
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Project | Warcraft on HoloLens (HoloLens)

In partnership with Legendary, we brought Warcraft characters to the HoloLens for the movie premier, […]

John Pile Jr
October 3, 2020 February 10, 2016
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Unity | Animation Controller Best Practices

I put this short tutorial together for some of my colleagues at work, but then […]

John Pile Jr
October 3, 2020 November 2, 2015
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Unity | Scaling Particles

Particle System Scale One of the complaints I’ve heard about Unity Particles is that they […]

John Pile Jr
February 18, 2021 July 21, 2015
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Tools | Lightning Effect (GFX)

About This Tool Another tool I developed for the artists of Wayward allowed them to […]

John Pile Jr
October 3, 2020 July 21, 2015
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Tools | Parallax Preview

Summary I built this tool for our game Wayward. It provides a live preview of […]

John Pile Jr
October 3, 2020 July 10, 2015
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Tools | Clone Mechanim Controller Tool for Unity3D

Need for the Tool One of the challenges when building Wayward was that we needed […]

John Pile Jr
October 3, 2020 July 9, 2015
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Tools | MAYA Animation Export for Unity

Maya Animation Export Tool I wrote this tool for use in our game Wayward while […]

John Pile Jr
February 16, 2021 July 6, 2015
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Tips | Stream Your Mobile Device To PC

Okay, mobile devs.. check out “Samsung SideSync” It’s a really cool app that stream’s your […]

John Pile Jr
July 15, 2015 May 15, 2015
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Prototype | Magical Meadow Unicorns Wow (iOS, Android)

The silver lining in the closure of the AtomJack studio is that we can finally […]

John Pile Jr
October 3, 2020 April 7, 2015
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Unity | Error – Prefab has multiple Transform components!

We were getting the following error message that was causing a hard crash in Unity3D. […]

John Pile Jr
October 3, 2020 April 7, 2015
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Unity | Save Your In-Play Transform Modifications (2 of 2)

Don’t you hate it when you’ve made a few changes to your game objects but […]

John Pile Jr
October 3, 2020 April 6, 2015
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Unity | Save Your In-Play Transform Modifications (1 of 2)

Don’t you hate it when you’ve made a few changes to your game objects but […]

John Pile Jr
October 3, 2020 February 3, 2015
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Unity | Using the Motion Curve

Unity’s motion curve editor is an easily overlooked feature, but it’s a powerful tool for […]

John Pile Jr
October 3, 2020 January 12, 2015
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Unity | P4 Remote Checkout in Inspector

I’m a big fan of Perforce as a version control solution for game development, however […]

John Pile Jr
May 28, 2021 December 15, 2014
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Tools | Developing Tools for Artist

This post is duplicated on AtomJack’s official website. As a game dev topic, tools development […]

John Pile Jr
January 25, 2021 December 9, 2014
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Tools | Realtime Megatexture Parallax Editor

This is a quick demonstration of a prototype for a megatexture editor I made for […]

John Pile Jr
February 16, 2021 October 8, 2014
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Tips | Photoshop Scripting and Shortcuts

As a game developer, I often work in Adobe Photoshop (or directly with game artists […]

John Pile Jr
February 16, 2021 August 15, 2014
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Project | Wayward (PC, Xbox One, PS4)

Wayward is the adventure of a young girl, lost on an alien planet, and the […]

John Pile Jr

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Publications

2D Graphics Book Cover Thumbnail 2D Graphics Programming for Games (Book)
Pile Jr, John (Author)
Publish Date: May 2013
Available Worldwide
Borrowed Lenses logo Borrowed Lenses (Essays)
Pile Jr, John (Curator, Editor)
Established: September 2026
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