Jarcas Studios is an independent game/app developer
Jarcas Studios was founded in 2011 by video game industry veteran, Clarence Simpson.
We specialize in crafting unique and immersive interactive experiences across a wide range of platforms using the Unity 3D game engine. We develop both our own IPs as well as client IPs on a work-for-hire basis.
Our team has over 10 years of professional game development experience, including working on projects for major publishers like Konami, Marvel, DC Comics, Namco Bandai, Universal Pictures, and Warner Bros.
Since the founding of Jarcas Studios we have released apps and games for mobile devices, as well as script packages on the Unity Asset Store. We have also participated in several game jams and game development competitions.
Most recently, we have been developing interactive exhibits for museums around the country.
Clarence is the only full-time developer at this time but we also utilize various contractors as needed
Transform floating point precision errors in Unity
Everyone that’s used Unity for even a small amount of time has probably noticed that it exhibits Transform floating point precision errors in certain situations. This is when your GameObject’s Transform had nice round integers for position, rotation, and scale just a second ago… and suddenly the values look like 0.99999 or 7.528331e-05. This will[…]
A Cardboard Viewer Profile for the Dive 7
I was recently fortunate enough to attend Unite 2015 in Boston. I was even more fortunate to be one of the 300 or so developers there to score what Google was giving away at Unite – a Project Tango dev kit and a Durovis Dive 7 headset. Mobile VR with positional tracking is a pretty[…]
Handling long press events in uGUI (Unity 4.6)
I’ve been playing with the new uGUI system that was introduced in Unity v4.6 and I’ve gotta say, I love it. I’ve been a fan of NGUI as my go-to UI solution for years now and wasn’t going to switch without good reason. Well, I found plenty of reasons… and I plan to retire NGUI[…]
Using Unity for non-game app development
I suspect that many other developers would disagree with me, but I have used the Unity 3D game engine to develop non-game apps (like Kiduoso – First Words) and have been very happy with the decision. This is my story of researching cross-platform mobile app frameworks and why I ultimately chose Unity as the foundation[…]
Jarcas Promo Code System released
We have published Jarcas Promo Code System to the Unity Asset Store. This is our first asset for sale and more are in the works. The Jarcas Promo Code System is a cross-platform solution for creating, managing, and redeeming promo codes for in-app purchases. Perfect for when your game/app provides in-app purchases and you want[…]
Kiduoso Promo Codes Available!
If you are a blogger or app reviewer and you think your audience would be interested in Kiduoso – First Words for Android, let us know. We would be happy to provide you with a promo code for review purposes that would grant you full access to all the premium content and features of the[…]
Kiduoso – First Words for Android released
Today we finally release one of the projects we’ve been working on for several months now: Kiduoso – First Words! Kiduoso – First Words is a free educational tool designed to teach your children their first words in a fun, effective, and fully customizable way. With Kiduoso your child will discover new words in a[…]
GradeWizard 1.3.1 for Android released
This is just a minor bug fix release. We had received reports of some people having an issue where GradeWizard would simply crash when you attempted to enter grades on the Class page. I believe this was a device-specific bug as it wasn’t consistently reproducible. It did seem to occur on the Google Nexus devices.[…]
Unity and audio sample rates
I’ve been working on a mobile app that involves recording audio via microphone input and then playing back that audio. As part of that I’ve been experimenting with how Unity handles sample rates. I wanted to investigate optimizing the audio filesize and also make sure there were no conflicts between mic sample rate, audio file[…]
King of All the Candies
The Candy Jam just seemed like a really good reason to make a game. Originally, I had planned to just change a project I already had in the works to include candy… but that felt too easy. I wanted a little more challenge than that. I wanted to be much more sophisticated and experimental in[…]