ClipSync - Animation events timeline editor
Myself - Planned 2025 - Unity
I'm working on my third commercial tool for Unity, ClipSync. It's a track-based event timeline editor allowing to synchronize timed clips (Animation, audio, etc.) with any sort of game event.
This tool was born out of frustration with how animation events are currently handled in Unity. It replaces the limited, hard-coupled, string-based event triggered at a specific frame with a timeline editor allowing events to have a duration and time-based parameters.
The main inspiration for this tool is the fantastic Meowmaritus' DSAnimStudio, a TAE file editor used by many FromSoftware games. It's my most ambitious tool, and the main challenge lies in keeping the tool flexible and easy to use.
Unitune - Tracker music player for WebGL and more
Myself - 2024 - Unity
Unitune is my second commercial tool for Unity. It's a tracker music player that is fully compatible with WebGL. While Unity natively supports the four most common formats on desktop platforms, Unitune brings that number to more than 50.
It also brings granular controls over the music instruments and patterns thanks to its underlying native plugin, LibOpenMpt. While being a niche tool, anyone considering making a tiny WebGL game should give Unitune a try.
The tool was born out of a failed freelancing proposal, making me appreciate my ability to turn a letdown into a new opportunity.
FlexMotion - Play-on-demand animator
Myself - 2023 - Unity
My first commercial tool, FlexMotion is a code-driven play-on-demand animation system.
Instead of pre-configuring everything in the editor, FlexMotion allows you to play any animation when you want and how you need it to be played. All of this is done directly in the code which makes it a very efficient tool for prototyping. It's also a great fit for a project that implements its character state machine where Mecanim might be redundant.
There is nothing more validating than receiving positive feedback from your peers about your tools. For that, I will always be thankful for the tremendous effort I spent on FlexMotion.