Logo - Crazy Minnow Studio - game, asset, tool development

Welcome to Crazy Minnow Studio! We are a small indie software development team primarily focused on game development using the Unity engine. Our pipeline includes: games, game development tools and assets, and video tutorial production. Check out our Unity lip sync asset, SALSA Lip-Sync, available on the Unity Asset Store. Follow our blog for updates on our Unity asset and game development, as well as other happenings in indie game development.

Welcome to theMinnow's Blog. Here you'll find a collection of posts on all manner of minnowy subjects, primarily focused on our Unity assets and indie game development. We'll also be shamelessly plugging our latest Unity asset, SALSA with RandomEyes, available on the Unity Asset Store. We have a rapidly growing collection of tutorials and video tutorials you can quickly get to using the Categories shortcuts. To check out our projects, like SALSA with RandomEyes, use the Projects menu item to the left. You can also search for posts using the search bar at the top right. Follow us on Twitter to get our latest updates. Whatever your preference, ENJOY!

theMinnow's Blog

74 posts found (50 to 56) RSS

Leadwerks Game Engine v3.2

Laser Deflection Game Development Sample

I've recently been trying out the latest Leadwerks Game Engine v3.2 that now distributes solely through the Steam platform. It's a Lua and C++ engine built on top of OpenGL 4.0, OpenAL, and Newton Dynamics. The engine is available as an Indie Edition (Lua - $99), and a Standard Edition (C++/Lua - $198), with no royalties. It provides good image, sound, and model support, including a Blender… View More


Single-Sided Emission In Blender Cycles

Blender Settings for Cycles Emission node setup 3

I recently had a desire/need to limit the light from my Cycles light panels (lights created from mesh objects with emission materials). I searched high and low and eventually found some indications that this might be possible in the nodes setup of the emission material. The default action in Blender Cycles is that mesh materials are visible from both sides, whether they are emissive or not. This particular behavior is a bit different from what you see in some 3D viewports, such as with game engines like Unity, where the backside of a face… View More


Perception Neuron -- Mo-cap for Indies?

At Crazy Minnow Studio, we are proud owners of a couple of iPi Express edition licenses. We're using the Kinect to capture mocap data and we're generally very excited about this technology. Compared to other solutions we've tried, we've been able to (relatively easily) capture some basic motions that we've used in some of our promos for SALSA With… View More


SALSA with RandomEyes 1.2 update

Our new SALSA with RandomEyes version 1.2 is feature complete and nearly ready for release. We're going to run it through a few more implementation scenarios just to be sure we didn't introduce bugs along with the new features. Stay tuned for the official release details coming soon! We smell a release celebration sale in the… View More


Blender paint test using Zero Brush plugin

I've been testing out a paint plugin that improves the workflow of texture painting in Blender. It's called Zero… View More


RandomEyes3D - Exclude custom shapes from random selection

RandomEyes3D random selection exclusion

While using SALSA with RandomEyes in another project, it became clear that we needed a way to use the random custom shape feature from RandomEyes3D, but we also wanted the ability to exclude certain custom shapes from the random shape selection process so that the excluded shapes could be activated from another process using the API. This simple but useful feature will be available in the next 1.2… View More


SALSA with RandomEyes 1.2.0

The Minnow has been hard at work on some great new features for the next 1.2.0 release. Here are some of the features we've been working on for… View More