Latest news

The GearVR Mobile Jam 2015 submissions are now closed and voting has begun.  I’ve submitted the final version of Circumpaint, an app that lets you paint and animate on a dome that surrounds you, and would love it if you could go vote for it:

The following video is part of the final submission and demonstrates creating an animation in Circumpaint:

Creating Circumpaint was a lot of fun, but also a lot of work.  Game Jams are all about the trade offs between features, bugs, and time.  There is never enough time.  If there is enough interest in Circumpaint from the community or judges then I’ll look into releasing it on the GearVR store as a full application.  But for now, sleep…


A look at the dome you paint on, and the user interface.  This is the lowest resolution for the dome.


Circumpaint supports both the GearVR touchpad and back button, as well as the Samsung EI-GP20 controller.  Using the controller provides a number of painting shortcuts.


The Paint tab provides everything you need to paint and animate.  From here you may also change the dome’s resolution at any time.


Two images created within Circumpaint, flattened out into image stripes.  The left one was created at the lowest resolution using the C64 palette.  The right one was created at the highest resolution using the N64 palette.  Within Circumpaint these images surround you, and you turn your head to to check out all of the details.

For the last three weeks I have been working on an application for the GearVR Mobile VR Jam, titled Circumpaint.  This app allows you to draw and animated in 360 degrees on the surface on a dome, with you at its center.

Circumpaint UE4 Level

May 4 was the Milestone 3 deadline, which required a video to demonstrate your work:

Another week to go until the Jam is complete and the app will be made available for everyone with a GearVR to try out.  Polish, polish, polish!  More screenshots from previous Milestones are available on the Jam’s hosting site, ChallengePost:



Epic recently updated their UE4 SteamVR plug-in code and made these changes public.  While it is not possible to use these changes just yet, they provide an interesting view into what to expect from the HTC Vive.  I went through the source code and picked out some interesting items, and posted my results on reddit here:


The first Oculus Connect was great fun!  I met new people and talked about our favorite subject.  Ironically, travelling to California allowed me to meet more VR people here in Toronto.


There were some great talks by icons of the game industry.  It wasn’t possible to attend all sessions as many went on simultaneously.  I look forward to watching the videos.


On Saturday night, I gave a demo of Here Come The Dead to the Oculus Developer Relations group.  I had rewritten the demo using UE4 during a 3 week crunch to get it ready for DK2.  As I was the last to demo for the night, I was able to make use of the conference hardware to show off my demo level to some other attendees until they kicked us out.

Oculus Connect 1 was a great opportunity to talk with like-minded people, and I really feel energized about continuing work on my games.  I look forward to the next Oculus Connect!