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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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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
January 25, 2021 July 27, 2014
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Unity | Generate a Prefab with Code

I recently had the need to create a prefab at runtime. This is really useful […]

John Pile Jr
February 16, 2021 July 20, 2014
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Unity | Message Queue

Message queues are especially useful for debugging networking events and other function calls that may […]

John Pile Jr
February 16, 2021 July 20, 2014
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Unity | Access Any Prefab By Name

Note: This is an advanced tutorial, recommended for those already familiar with the Unity3D game […]

John Pile Jr
July 20, 2014 July 8, 2014
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Farewell to Champlain College

Champlain College Game Programmers: After four awesome and intense years at Champlain College, it has […]

John Pile Jr
May 27, 2014 May 27, 2014
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XNA 4.0 for VS 2013 – Step by Step

A little context I’m updating one of my PCs to allow for XNA development with […]

John Pile Jr
November 6, 2019 May 20, 2014
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Graphics Programming Research – Undergraduate

Now that the semester has wrapped to a close and students are home for the […]

John Pile Jr
May 27, 2014 April 24, 2014
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Game Programming Research & Development

Below you’ll find a variety of interesting 7-week projects from the Champlain College class of […]

John Pile Jr
February 16, 2021 April 10, 2014
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Tips | Game Programmer Portfolio Creation

A bit of advice for those game programming students polishing up their portfolio websites prior […]

John Pile Jr
January 25, 2021 April 9, 2014
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Prototype | 3D Random Dungeon Generation

Latest Update: 29 June 2014 As a side project, I am developing a game prototype […]

John Pile Jr
February 16, 2021 March 26, 2014
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GDC 2014 | Presentation

In March, 2014 I had the pleasure of presenting at the Game Education Summit during […]

John Pile Jr

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Books

2D Graphics Book Cover Thumbnail 2D Graphics Programming for Games
Pile Jr, John (Author)
Publish Date: May 2013
Available Worldwide
Game Dev Tools Book Cover Thumbnail Game Development Tools
Pile Jr, John (Author)
Publish Date: Summer 2021
Available for Pre-Order

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