<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>CBs GameDev Blog</title>
    <image>
      <url>https://claire-blackshaw.com/images/TitleBoard_Square.png</url>
      <link>https://claire-blackshaw.com/</link>
      <title>CBs GameDev Blog</title>
    </image>
    <link>https://claire-blackshaw.com/</link>
    <description>Claire Blackshaw&#39;s random blog posts on gamedev, roleplaying and various bits n bobs.</description>
    <language>en-gb</language>
    <atom:link href="https://claire-blackshaw.com/rss.xml" rel="self" type="application/rss+xml"></atom:link>
    <item>
      <title>Lazy Sunday: Feedback Screens, Viewport Bugs, and Giving Back to Godot</title>
      <link>https://claire-blackshaw.com/blog/2026/02/lazy-sunday-feedback-screens-viewport-bugs-and-giving-back-to-godot/</link>
      <guid>https://claire-blackshaw.com/blog/2026/02/lazy-sunday-feedback-screens-viewport-bugs-and-giving-back-to-godot/</guid>
      <pubDate>Sun, 15 Feb 2026 15:09:34 +0000</pubDate>
      <description>Lazy Sunday: Feedback Screens, Viewport Bugs, and Giving Back to Godot  TLDR: After shipping Augmental Puzzles on Meta (Feb 3rd) and Steam (Feb 13th), I spent a lazy Sunday porting our XR screenshot capture code back to Godot main as a PR. The feature was born from wanting a Subnautica-style in-game feedback screen — capture the full eye view, attach it to a mood-tagged bug report, send it to</description>
      <enclosure url="https://claire-blackshaw.com/images/2026/classic_sudoku_twitter.png" type="image/png" length="871961"></enclosure>
    </item>
    <item>
      <title>Standards Matter: Reflections from Contingency 2026</title>
      <link>https://claire-blackshaw.com/blog/2026/02/contingency/</link>
      <guid>https://claire-blackshaw.com/blog/2026/02/contingency/</guid>
      <pubDate>Mon, 02 Feb 2026 12:56:11 +0000</pubDate>
      <description>Standards Matter: Reflections from Contingency 2026  Audio Recording this blog post is written from  TLDR: Back from Contingency, a lovely residential roleplaying convention in Sunny Hunny. Played and ran a bunch of games including Brindlewood Bay, Shinobigami, For the Queen, and Liminal Horror. Had some important realisations about modern safety tools????????particularly the</description>
    </item>
    <item>
      <title>Netflix, Cloud Gaming, and Low-Interaction Play</title>
      <link>https://claire-blackshaw.com/blog/2026/01/netflix_cloud/</link>
      <guid>https://claire-blackshaw.com/blog/2026/01/netflix_cloud/</guid>
      <pubDate>Mon, 26 Jan 2026 14:38:52 +0000</pubDate>
      <description>Netflix, Cloud Gaming, and Low-Interaction Play  TLDR: Netflix calling out cloud gaming as a 2026 priority to shareholders got me thinking about an entire design space I&#39;ve been orbiting my whole career. From Buzz controllers to WebSockets to Twitch Plays Dead Nation - there&#39;s a rich history here that most people have forgotten, and it&#39;s about to become relevant again. I&#39;m too</description>
    </item>
    <item>
      <title>Neo&#39;s Creepy Robot and the &#39;Solid Platinum&#39; Data Play</title>
      <link>https://claire-blackshaw.com/blog/2025/10/neo_robot/</link>
      <guid>https://claire-blackshaw.com/blog/2025/10/neo_robot/</guid>
      <pubDate>Wed, 29 Oct 2025 10:22:36 +0000</pubDate>
      <description>Neo&#39;s Creepy Robot and the &#39;Solid Platinum&#39; Data Play  TLDR:   I just watched the Neo trailer. It&#39;s creepy as hell, but I&#39;m also really excited. The hardware design is smart: soft plastics, wool, and non-intimidating. It&#39;s designed to not be scary, even though it is. VR devices unlock cheap and accurate telerobotics which bridges the AI gap and gives data for building the</description>
    </item>
    <item>
      <title>How to Get Into Game Engine Dev?</title>
      <link>https://claire-blackshaw.com/blog/2025/10/start_engine/</link>
      <guid>https://claire-blackshaw.com/blog/2025/10/start_engine/</guid>
      <pubDate>Mon, 20 Oct 2025 14:52:38 +0100</pubDate>
      <description>How to Get Into Game Engine Dev?  A mate pinged me recently because a student friend of theirs had a specific question: how do you actually get into game engine development?  Not just games programming in general, but proper engine work. It&#39;s a brilliant question and one I don&#39;t get asked often enough, probably because most people assume you need some sort of dark magic ritual involving</description>
    </item>
    <item>
      <title>OpenXR&#39;s New Controller and Why the People in the Room Matter</title>
      <link>https://claire-blackshaw.com/blog/2025/09/standards_matter/</link>
      <guid>https://claire-blackshaw.com/blog/2025/09/standards_matter/</guid>
      <pubDate>Sat, 20 Sep 2025 18:48:02 +0100</pubDate>
      <description>OpenXR&#39;s New Controller and Why the People in the Room Matter  TLDR   OpenXR now has a sensible generic controller profile   Digital buttons (menu, primary, secondary) Analogue trigger &amp; grip Joystick axes &amp; touch Grip/Aim pose tracking  This is a boring-but-huge deal: no more &#34;laughably unusable&#34; default controller    STANDARDS WORK MATTERS and this is an small but important</description>
      <enclosure url="https://claire-blackshaw.com/images/2025/xrcon.png" type="image/png" length="86762"></enclosure>
    </item>
    <item>
      <title>VR Text Was Killing Performance, So I Took a Hatchet to Godot&#39;s Label3D</title>
      <link>https://claire-blackshaw.com/blog/2025/08/fast_text/</link>
      <guid>https://claire-blackshaw.com/blog/2025/08/fast_text/</guid>
      <pubDate>Fri, 29 Aug 2025 19:34:08 +0100</pubDate>
      <description>VR Text Was Killing Performance, So I Took a Hatchet to Godot&#39;s Label3D  I hit two massive problems a few months back. First, my simple text menus were absolutely destroying performance in VR, especially when adding nodes to the scene tree. Second, the font quality looked like shite. This is the story of that rabbit hole and the custom solution, FastText, that came out of it.  TL;DR: If</description>
    </item>
    <item>
      <title>A Personal Journey: Year One of Flammable Penguin Games</title>
      <link>https://claire-blackshaw.com/blog/2025/06/personal_journey/</link>
      <guid>https://claire-blackshaw.com/blog/2025/06/personal_journey/</guid>
      <pubDate>Wed, 25 Jun 2025 15:20:28 +0100</pubDate>
      <description>A Personal Journey: Year One of Flammable Penguin Games  What do studio closures, a changing funding landscape, cancer, A&amp;E, and co-working spaces have in common? I didn&#39;t expect them to be a major part of my last year. As Flammable Penguin Games approaches the one-year mark and the announcement of our first VR title????????after cancelling one title and shelving another????????I thought it apt to</description>
    </item>
    <item>
      <title>The Godot Rough Patch</title>
      <link>https://claire-blackshaw.com/blog/2025/05/godot_rough_patch/</link>
      <guid>https://claire-blackshaw.com/blog/2025/05/godot_rough_patch/</guid>
      <pubDate>Tue, 27 May 2025 12:31:43 +0100</pubDate>
      <description>The Godot Rough Patch  TLDR: Shipping a game with Godot is hitting all the expected rough patches around polish, tech milestones, and store compliance. The engine&#39;s great but the community&#39;s mostly hobbyist, so commercial requirements often mean rolling your own solutions. Also, please stop renaming functions in the engine - some of us are trying to ship games here.  I knew it was coming,</description>
    </item>
    <item>
      <title>Split Rendering for VR: What does it look like</title>
      <link>https://claire-blackshaw.com/blog/2025/03/split_render/</link>
      <guid>https://claire-blackshaw.com/blog/2025/03/split_render/</guid>
      <pubDate>Sat, 08 Mar 2025 16:37:20 +0000</pubDate>
      <description>Split Rendering for VR: What does it look like  I&#39;ve been doing a 30 day video challenge on YouTube and lately speaking a lot about VR topics.  VR Standards Dilemma Messy History why PCVR is still a faff Messy History of VR Streaming and today on Split rendering  And I thought it would be good to get my ideas back in blog format.  Conclusion at the top to save you time  Split rendering will</description>
      <enclosure url="https://claire-blackshaw.com/images/2025/split.jpg" type="image/jpeg" length="109939"></enclosure>
    </item>
    <item>
      <title>Building for Watchy</title>
      <link>https://claire-blackshaw.com/blog/2024/12/watchy/</link>
      <guid>https://claire-blackshaw.com/blog/2024/12/watchy/</guid>
      <pubDate>Sat, 28 Dec 2024 15:37:48 +0000</pubDate>
      <description>Building for Watchy  A short article on a little hobby code project resulting in two watch faces.  As long term fan of the best wearable, The Pebble Watch, my wife and I have a real soft spot for the long battery life epaper watch focused on time keeping and bits of useful functionality. The wearable market is dominated by wellness, fitness and subscription based services. The lack of a true</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/watchy6.jpg" type="image/jpeg" length="34840"></enclosure>
    </item>
    <item>
      <title>The Craft of Game Development in Cheap Game World</title>
      <link>https://claire-blackshaw.com/blog/2024/11/craft/</link>
      <guid>https://claire-blackshaw.com/blog/2024/11/craft/</guid>
      <pubDate>Fri, 29 Nov 2024 12:39:54 +0000</pubDate>
      <description>The Craft of Game Development in Cheap Game World  Industry Context  Recently, I attended GodotCon and gave a talk at Develop North. GodotCon was eye-opening, and at Develop North, I discussed using Godot professionally. I shouldn&#39;t post the talk here, as it&#39;s better suited for a conference environment, but much of the information is already on my website in articles.  I want to address a</description>
    </item>
    <item>
      <title>Godot Modular Design</title>
      <link>https://claire-blackshaw.com/blog/2024/11/godot_extend/</link>
      <guid>https://claire-blackshaw.com/blog/2024/11/godot_extend/</guid>
      <pubDate>Sun, 10 Nov 2024 13:53:31 +0000</pubDate>
      <description>Godot Modular Design  There are many reasons I think that Godot is a great technical base and has a robust future, but chiefly among them is the modular way in which things are built and designed with the assumption that parts will be ripped out, replaced and improved. This is done through an easy to approach code base, modules system and robust support for addons and extensions through</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/gdchoice.png" type="image/png" length="33804"></enclosure>
    </item>
    <item>
      <title>Wider Games Industry</title>
      <link>https://claire-blackshaw.com/blog/2024/10/wider_game/</link>
      <guid>https://claire-blackshaw.com/blog/2024/10/wider_game/</guid>
      <pubDate>Fri, 25 Oct 2024 10:17:42 +0100</pubDate>
      <description>Wider Games Industry  Disclaimer: This is a bad news bear piece. If you&#39;re feeling rough, have a coffee and skip this one.  I have spent almost 20 professional years in what I would call the premium gaming market but now almost weekly I hear of layoffs and survive till ???????25 so what does our future look like?  Last week I was at GodotCon in Germany which was a great time but a moment to</description>
    </item>
    <item>
      <title>Setting up a Studio the not dev bits</title>
      <link>https://claire-blackshaw.com/blog/2024/10/not_dev/</link>
      <guid>https://claire-blackshaw.com/blog/2024/10/not_dev/</guid>
      <pubDate>Thu, 10 Oct 2024 20:29:45 +0100</pubDate>
      <description>Setting up a Studio the not dev bits  It????????s been a while since I started this little gamedev journey and I wanted to talk about all the bits that aren????????t gamedev so I can share what I????????ve been up to. This is also why I say making games as a hobby is a totally valid thing and the gap between hobbyist and professional is larger than people sometimes think. Though if you are interested in</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/newlogo.jpg" type="image/jpeg" length="16968"></enclosure>
    </item>
    <item>
      <title>External Memories and VR Industry</title>
      <link>https://claire-blackshaw.com/blog/2024/10/vrbiz/</link>
      <guid>https://claire-blackshaw.com/blog/2024/10/vrbiz/</guid>
      <pubDate>Fri, 04 Oct 2024 14:27:43 +0100</pubDate>
      <description>External Memories and VR Industry  I????????ve struggled the last two weeks to make time to write about creative tools and volumes. The subject still fascinates me but as I said at the start of this series it was a brain dump before lessons learnt paged out of my brain now I????????m no longer at Adobe or thinking about Dreams. Well the brain was not fully dumped the hectic business of running a new studio</description>
    </item>
    <item>
      <title>Surface vs Volume Formats in Tools</title>
      <link>https://claire-blackshaw.com/blog/2024/09/volume_vs_surface/</link>
      <guid>https://claire-blackshaw.com/blog/2024/09/volume_vs_surface/</guid>
      <pubDate>Fri, 13 Sep 2024 09:50:34 +0100</pubDate>
      <description>Surface vs Volume Formats in Tools  The long-established default in the modeling space has been the transition from pushing pixels to manipulating points in space. Originally defined with a lightpen scanning physical models or handwritten points in code into point clouds. Over time, the ambiguity of points in space led to the dominance of the triangle or surface representation. Today, we explore</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/cubevsball.svg" type="application/octet-stream" length="1732"></enclosure>
    </item>
    <item>
      <title>Godot on Console</title>
      <link>https://claire-blackshaw.com/blog/2024/09/godot_console/</link>
      <guid>https://claire-blackshaw.com/blog/2024/09/godot_console/</guid>
      <pubDate>Wed, 04 Sep 2024 12:07:11 +0100</pubDate>
      <description>Godot on Console  Taking a break from my tools articles to write about Godot on PS5 and PSVR2.  I????????m going to lay out   My disagreement with the statement given Thoughts on W4 vs Foundation lines Go over their reasons Explain my studio plans, which include freely sharing any Godot port work    I am sure that there are many things which triggered the Godot foundation to put out an article</description>
    </item>
    <item>
      <title>Hardware Handcuffs</title>
      <link>https://claire-blackshaw.com/blog/2024/08/hard_handcuff/</link>
      <guid>https://claire-blackshaw.com/blog/2024/08/hard_handcuff/</guid>
      <pubDate>Fri, 30 Aug 2024 12:46:27 +0100</pubDate>
      <description>Hardware Handcuffs  At the backend of almost years of creative tooling work with Substance 3D Modeler and Dreams I am brain dumping lessons learnt and this week I want to talk about what the actual data handcuffs are. In a later article I will talk about higher level parts of this problem and solutions but today let????????s talk about the true data handcuffs or limitations: HARDWARE!  Conclusion at</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/bayer_eye.jpg" type="image/jpeg" length="38524"></enclosure>
    </item>
    <item>
      <title>Why Build Tools? The Metaverse Problem!</title>
      <link>https://claire-blackshaw.com/blog/2024/08/why_meta/</link>
      <guid>https://claire-blackshaw.com/blog/2024/08/why_meta/</guid>
      <pubDate>Fri, 23 Aug 2024 10:50:00 +0100</pubDate>
      <description>Why Build Tools? The Metaverse Problem!  As part of my brain dump series on writing creative tools off the back of Substance 3D Modeler and Dreams I want to talk about WHY I was working on creative tools. Back in 2014 when I first interviewed at PlayStation with hope of being involved in the Morpheus Project, a wire basket VR prototype I had started developing prototypes for as a 3rd party</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/meta_early.jpg" type="image/jpeg" length="220228"></enclosure>
    </item>
    <item>
      <title>Godot: The Secret  XR Tech Move</title>
      <link>https://claire-blackshaw.com/blog/2024/08/seed_godot/</link>
      <guid>https://claire-blackshaw.com/blog/2024/08/seed_godot/</guid>
      <pubDate>Fri, 16 Aug 2024 10:58:11 +0100</pubDate>
      <description>Godot: The Secret  XR Tech Move  As part of my brain dump series on writing creative tools off the back of Substance 3D Modeler and Dreams I want to talk about technical innovation and the importance of your Tech Stack for Virtual Reality productivity and creativity software. So let????????s talk about the speed of light and Godot.  Conclusion at the top to save you time   Speed of Light - What are</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/cozy_frog.jpg" type="image/jpeg" length="134896"></enclosure>
    </item>
    <item>
      <title>Fatigue in VR Productivity and Creativity Applications</title>
      <link>https://claire-blackshaw.com/blog/2024/08/fatigue_vr/</link>
      <guid>https://claire-blackshaw.com/blog/2024/08/fatigue_vr/</guid>
      <pubDate>Thu, 08 Aug 2024 23:58:41 +0100</pubDate>
      <description>Fatigue in VR Productivity and Creativity Applications  As part of my brain dump series on writing creative tools off the back of Substance 3D Modeler and Dreams I want to talk about the state of Virtual Reality for productivity and creativity. So let????????s talk about VR fatigue.  Conclusion ; TLDR   Use VR, you will solve fatigue issues as you find them User will be seated, head tilted down with</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/courage.png" type="image/png" length="437956"></enclosure>
    </item>
    <item>
      <title>Why leave an awesome team in Adobe Substance Modeller?</title>
      <link>https://claire-blackshaw.com/blog/2024/08/leaving_adobe/</link>
      <guid>https://claire-blackshaw.com/blog/2024/08/leaving_adobe/</guid>
      <pubDate>Fri, 02 Aug 2024 10:01:51 +0100</pubDate>
      <description>Why leave an awesome team in Adobe Substance Modeller?  August 2nd was my last day on Adobe Substance 3D Modeller. There is an FREE Open Beta and you should go try it: Open Beta  Why? I????????m starting an indie VR game dev studio. Could not be more excited!  I can????????t talk much about that yet BUT after working on PlayStation Dreams and then Modeller I think my time working on creative tools is at an</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/openxrslide.png" type="image/png" length="2040548"></enclosure>
    </item>
    <item>
      <title>When to go C++ in Godot</title>
      <link>https://claire-blackshaw.com/blog/2024/05/when_c/</link>
      <guid>https://claire-blackshaw.com/blog/2024/05/when_c/</guid>
      <pubDate>Sun, 26 May 2024 13:27:34 +0100</pubDate>
      <description>When to go C++ in Godot  I&#39;m working on a VR game in Godot 4.x and well it has been long since that I admitted I would need to hack open the engine and make changes. I am trying to keep that to a minimum I talk about that about why the last game was shelved in this video. Now as progress on the new game is going well I want to talk about -two things- when you should C++.  Problem: Cut a mesh</description>
    </item>
    <item>
      <title>Wildsea Campaign</title>
      <link>https://claire-blackshaw.com/blog/2024/05/wildsea/</link>
      <guid>https://claire-blackshaw.com/blog/2024/05/wildsea/</guid>
      <pubDate>Sun, 19 May 2024 12:51:54 +0100</pubDate>
      <description>Wildsea Campaign  So recently I closed off my Second Moon DnD campaign after two and half years. Which was great and honestly give me a wonderful sense of completion.  That being said I&#39;m also really excited to dig into non-DnD systems again. On the table we discussed Heart, Scum and Villany and Wildsea. Obviously by the title you know we selected Wildsea. Once again I&#39;m using my own wiki</description>
    </item>
    <item>
      <title>Dice Rolls in Table Top</title>
      <link>https://claire-blackshaw.com/blog/2023/12/die_rolls/</link>
      <guid>https://claire-blackshaw.com/blog/2023/12/die_rolls/</guid>
      <pubDate>Fri, 29 Dec 2023 21:46:16 +0000</pubDate>
      <description>Dice Rolls in Table Top    I&#39;ve been thinking a lot lately about dice rolls as I consider reviving my old Channels of Power ttrpg and doing a v2.0 and launching some new campaigns and modules but this got me thinking about my old friend, dice probability.  The classic d20 is a flat probability curve with a BROAD range with small bonus meaning that the curves are wild.  You ALWAYS have a 5%</description>
      <enclosure url="https://claire-blackshaw.com/images/2024/dice_d20.png" type="image/png" length="36524"></enclosure>
    </item>
    <item>
      <title>Roleplaying in Sunny Hunny</title>
      <link>https://claire-blackshaw.com/blog/2023/01/contingency/</link>
      <guid>https://claire-blackshaw.com/blog/2023/01/contingency/</guid>
      <pubDate>Mon, 23 Jan 2023 10:49:59 +0000</pubDate>
      <description>Roleplaying in Sunny Hunny      Are you ready for an adventure? Last week, I returned to the world of roleplaying for the first time in years. I journeyed to Con-tingency, an epic event held at Searles Leisure Resort in Hunstanton from 18th to 22nd January 2023. With three slots of four hours each, I delved into a diverse variety of roleplaying games, board games, and all-around fun. This event</description>
      <enclosure url="https://claire-blackshaw.com/images/micro/2023 con duck.jpg" type="image/jpeg" length="550643"></enclosure>
    </item>
    <item>
      <title>Experimenting with Midjourney</title>
      <link>https://claire-blackshaw.com/blog/2022/05/session7/</link>
      <guid>https://claire-blackshaw.com/blog/2022/05/session7/</guid>
      <pubDate>Fri, 27 May 2022 11:15:18 +0100</pubDate>
      <description>Experimenting with Midjourney  Loving this idea of using Midjourney to document Dungeons and Dragons sessions.  There is an issue with consistency and certain fantasy races but overall it really captures the feel of the sessions and the progress.  It&#39;s great to see the session laid out visually.     Brigadier&#39;s New Armor     Kelly rallies the camp     Public Whipping     Feast to</description>
      <enclosure url="https://claire-blackshaw.com/images/micro/gen_brigwolfarmor.jpg" type="image/jpeg" length="562271"></enclosure>
    </item>
    <item>
      <title>Second Moon</title>
      <link>https://claire-blackshaw.com/blog/2022/03/secondmoon/</link>
      <guid>https://claire-blackshaw.com/blog/2022/03/secondmoon/</guid>
      <pubDate>Fri, 04 Mar 2022 00:00:15 +0000</pubDate>
      <description>Second Moon  I&#39;ve been running a DnD games again. I am enjoying it so far. It is good to be rolling dice in person again. The campaign is actually running across multiple groups. Some of which are at the London DnD Meetup.  So I&#39;ve decided to publish some of the notes on my webpage to make it easier for players to reference stuff and intro players.  Second Moon Notes  Also, I made a fun</description>
    </item>
    <item>
      <title>Pickle on the Nightmare Wall - Part 7</title>
      <link>https://claire-blackshaw.com/blog/2021/11/pickle07/</link>
      <guid>https://claire-blackshaw.com/blog/2021/11/pickle07/</guid>
      <pubDate>Thu, 25 Nov 2021 11:20:25 +0000</pubDate>
      <description>Pickle on the Nightmare Wall - Part 7  Can You Breathe  The air lay heavy with anticipation, the high sun casting shadows in sharp relief on the edge of the treeline. Pickle could easily pick out the twisted shape impaled with the javelin she had shot moments before. The corpse was bubbling and fuming with acrid black smoke. Now it appeared to be melting around the shaft, sliding down slowly. The</description>
    </item>
  </channel>
</rss>