Best Resources for Game Development

Best Resources for Game Development

When you begin to build a game in Unity3D or any other engine, Framework, or SDK you are likely going to need resources to use (unless you want to build everything yourself which is admirable but can take a long time) so here is a running list of the best resources I have found so far.


Textures and Materials



  • Absolutely Free Music
  • Procedurally Generated Chiptunes
  • Procedurally Generated Tunes – Export to MIDI or MP3
    • Note: Rumor has it you can’t use these tones

Sound Effects

  • Procedurally Generated

Level Design

Game Design


  • FontSquirrel – They’ve already ferreted out the fonts that are free for commercial use

Model Creation Tools

  • MCS – A really cool morphable character which you can change from within Unity (even from within scripts)
  • UMA2 – make characters within Unity
  • Mixamo – free from Adobe
  • Daz3D – a whole world of professional character creation
  • Blocks – Design 3D Models in VR
  • Tiltbrush – Paint in 3D in VR worlds
  • MagicaVoxel – Make models from Voxels
  • Structure Synth –  with a specification language you can make some incredible odd models

Other Lists of Resources


Entire Working Systems

  • FPS Starter Kit – a good starting point if you are interested in making a first person shooter
  • Angry Birds Clone
    • Its the mechanics of just one level but it works well for what it is
  • Unity Pong
    • A simple Pong Game in Unity
  • A large list of games on Github
    • This is a list of games that are open source and although many don’t use Unity they can be studied and examined.

Models – Not Unity Specific

Note: These aren’t as likely to be plug and play as ones purchased from the unity asset store

2D Overhead Art (RPG Style)


Motivation and Support for Game Development

This site encourages you to release one game every month

It is a really encouraging site which is not a competition but a personal challenge


This site hosts listings of gamejams

  • so does this (plus has an advantage since its a hub of indie games)

This is a hub of indie games

Games can be sold here and they can even let the player name the price they want to pay.


Game Development Philosophy and Principles

Modern Game Engines

There are getting to be a shit-ton of game engines out there in the world and some of them can demonstrate really freaking amazing technology, but there are some things to consider above and beyond the technologies that the game engine advertises and provides and the single most important of those imho being an extensive, significant, and engaged user community.  Without that you will have to figure everything out by yourself, and perhaps more importantly, if you have a major problem with the engine you could be the only one complaining to the developer.  With an extensive user community those things become less likely.

A few things:

  • If an engine is not being regularly maintained I don’t want it on this list.
  • Just because it has 3D support or 3D acceleration doesn’t mean its a 3D engine
    • To be clear those things are fantastic and important regardless of whether I label it as a 3D engine.
  • A big part of my analysis about these engines is the quality of what has already been made in them.

Modern Full-3D Engines with significant user communities

Modern 2D Game Engines with significant user communities

Modern 2D Game Engines for Rapid Game Development

  • Stencyl
    • Advertised as “the quickest and easiest way to build a game”
  • Construct 2
    • Programming not required
    • Native Asset Store
  • Defold
    • Solves technical problems so you can focus on building great games
  • Corona
    • “Amazing learning curve” “You can go as fast as you want, learning and building game from ground up.”
  • Bitsy
    • This is a tiny game engine thats just right for making super simple Atari level pixel art games where you explore and interact with people and things using text

Publishing Games


Useful Asssets

  • ProjectPrefs lets you store preferences for your game as a .ini file
    • This means that you can (in some cases) ship your game and allow your users to reconfigure it in the field.



Using Unreal Engine 4 on a MacBook Pro

Using Unreal Engine 4 on a MacBook Pro

Using Unreal Engine 4 on a MacBook Pro works quite well but for the first 24 hours it really pissed me off.  I want to keep track of a few things for you here which may save you some headaches because once I figured this stuff out (some of it by accident in fact) the process really smoothed over and now I’m quite pleased.

Plug in: Keep a Power Adapter Handy

You’ll probably need a power adapter at all times.  UE4 Editor seems to run my MacBook Pro quite hot even when I’m not doing things that are too egregiously intense and although I haven’t measured I’d say I get 90min of battery life out of this brand new MBP.  For that reason its worth plugging in or planning around taking breaks to recharge.  I’m getting a second power adapter (maybe even a third) so I can keep them all over the house.  hint: there are awesome external battery packs you can buy so you can recharge the battery pack instead of your MBP.  Leave me a message if you want a link and I’ll send it to you.  Maintenance Tip: Even if your MBP isn’t plugged into its power adapter, if your power adapter isn’t plugged into the wall without a surge protector it can be taking an electrical beating as long as its plugged into the wall which may weaken its lifespan.  Not that big of a deal but possibly worth noting.

Enable two finger right click



System Preferences -> Trackpad -> Point & Click Tab -> Secondary Click -> Click or tap with two fingers.

Enabling Two Finger Right Click
Enabling Two Finger Right Click on MacBook Pro


This is imho a great trackpad paradigm anyway but it will become critical (dare I say paramount) when we get to the step about trackpad navigation (below).

Enable Three Finger Drag

This also is a great trackpad paradigm and while not as paramount as the previous two finger right click I use this exclusively for dragging shit around but its a hard to find option:

Its NOT here where I would imagine it to be:

System Preferences -> Trackpad -> …

Its here:

System Preferences -> Accessibility -> Mouse & Trackpad (on the left) -> Trackpad Options Button -> Check Enable Dragging -> Three Finger Drag

Enabling Three Finger Drag
Enabling Three Finger Drag on MacBook Pro for Unreal Engine 4

Caveat/Quirk:  When in an orthographic viewport (top/front/left, etc.) dragging a selection box (using the touchpad and three finger drag) seems to be a bit ‘touchy’ (no pun intended) because the selection box quickly scrolls out of the viewport as if mouse acceleration is somehow instantly multiplied tenfold.

The Coup-De-Grace: WASD

If you haven’t noticed already its difficult navigating around the perspective view of the editor with the trackpad.  Navigating the Orthographic views isn’t bad because pinch and squeeze to zoom and two finger scroll work quite well but when going into perspective mode the trackpad controls seem to fall apart imho until you use the trick I’m about to describe.  In Perspective view pinch and squeeze to zoom work at tiny speeds (probably 1/10 of what I think they should making movement through the world space take an unworkably long time) and three finger drag should have come to the rescue but it works at the same abysmal and unworkable speeds.

Do not despair fellow MacBook Pro users!  Theres a cool undocumented feature that clears all of this up!  Ok its not entirely undocumented: it is documented although only slightly and barely and in such a way that you have to make some clever logical leaps to figure it out.  I had read the documentation about navigating viewports several times before and while I am obviously a brilliant logician 😉 I didn’t get this from the documentation. I stumbled upon this by accident and only then looked it up in the documentation to see what was going on.

Punchline: WASD work for navigation!  BUT ONLY if you have two fingers on the trackpad.

try it out!  without two fingers on the trackpad the ‘w’ key switches the viewport to resizing mode.  with two fingers on the trackpad (which effectively holds down the right mouse button which activates the WASD navigation mode in Unreal Engine 4) you can move around your world quickly and comfortably using familiar controls and in fact imho its a joy to navigate this way.

You can also use ‘q’ ‘e’ ‘z’ and ‘x’ and I’ll leave it to you to figure out what they do (hint: they’re pretty standard too!)


See if you can figure out how to get the ‘Maya Style pan orbit and zoom’ working with the trackpad. I haven’t figured this out yet.

Using Unreal Engine 4 on a MacBook Pro

Thank you for coming to this blog and reading this article.  I hope it was helpful and I hope we can continue to share tips with one another about how to best utilize Unreal Engine 4 on a MacBook Pro. As a matter of fact I have a favor to ask:  As you find more tricks and quirks and fantastic workarounds for using Unreal Engine 4 on a MacBook Pro please come back to this page and post them in the comments?  Bookmark this page now so you can come back to it.