ZabbWorld Editor Tools
Standalone Unity editor tools that mirror the MMO's avatar and furniture pipelines for content QA.
- Role
- Tools Engineer (Solo)
- Studio
- Varisoft
- Period
- 2022 – 2025
- Platforms
- Unity Editor
Gallery
Two standalone Unity tools I built to support ZabbWorld’s two biggest content-customization surfaces — used by artists and developers to validate content outside the full game.
MwAvatarEditor
A long-lived editor / QA tool (~5,000 lines authored) that lets 2D artists check their own costume and appearance art against the real avatar rendering pipeline. Drop part PNGs in a folder, cycle costume and appearance parts per body slot, tint appearance and skin colors, apply patterns, play any skeleton animation or face emotion, attach action props, and rotate the character front / back.
- Spine skin compositing via attachment remapping; CPU pixel compositing for recolor and pattern (multiply blend).
- Loads user-supplied parts straight from disk — no reimport needed.
- A 2025 sync ported the live game’s functional-skin, action-tool, and skin-separator runtime so the editor stays faithful to production.
FurnitureTestTool
A focused grid-placement harness for the housing system, built so new 3D artists can size their models correctly before handing them to Unity. Load a furniture model, set its L/W/H footprint (the blocking volume) on an isometric tile grid, rotate it, and confirm it occupies the tiles the design expects — no engineer or full game build required.
Engineering notes
- The whole value is fidelity: these tools reuse production classes (swapping Addressables / skin-manager persistence for
Resources.Loadand disk reads) rather than re-implementing them.


