Bronson Zgeb
Game developer, previously at Unity, KO_OP and Square Enix Montréal. Writes Unity tutorials on ScriptableObject design patterns, custom lighting in Shader Graph, SDFs and procedural generation. His blog has been quiet since 2023, but the articles hold up.
- Procedural Generation with Cellular Automata
Generates cave-like levels in Unity with cellular automata, step by step.
bronsonzgeb.com · Jan 2022 - Drawing with SDFs in Unity
Draws shapes with signed distance fields in a Unity shader, from the basics.
bronsonzgeb.com · Jan 2022 - Build a better collider importer with Asset Processors
Uses an AssetPostprocessor to automate collider setup when models are imported.
bronsonzgeb.com · Nov 2021 - Low Power mode in Unity
Lowers frame rate and work when a Unity game does not need full power, saving battery.
bronsonzgeb.com · Oct 2021 - Custom Lighting in Shader Graph Part 2
Continues the custom lighting series: adding more lighting terms in a Shader Graph.
bronsonzgeb.com · Oct 2021 - Custom Lighting in URP with Shader Graph
Builds custom lighting for URP inside Shader Graph using custom function nodes.
bronsonzgeb.com · Oct 2021 - The Command pattern with Scriptable Objects
Implements the Command pattern with ScriptableObjects so commands become reusable assets.
bronsonzgeb.com · Sep 2021 - The Type Object pattern with Scriptable Objects
Uses ScriptableObjects as the Type Object pattern to define data-driven variants.
bronsonzgeb.com · Sep 2021 - The Scriptable Object Asset Registry Pattern
A ScriptableObject registry that finds and loads assets without scene references.
bronsonzgeb.com · Sep 2021