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Internal toolToolsSole programmer

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
ZabbWorld Editor Tools screenshot

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.Load and disk reads) rather than re-implementing them.

Play it

Try a standalone MwAvatarEditor demo on itch.io.