Day One

Half a day, most of it waiting on installers. Work top to bottom, because you need the accounts before you can download anything.

1. Accounts

Where How
Bubbly Games Launcher https://bubbly-games-launcher-backend-210609558117.europe-west1.run.app/download/ Ask Janis to grant your account access. This gates the Blender add-on and the Asset Editor, so it is the first thing to ask for.
Gitea our self-hosted server See Gitea & Git LFS. The client itself comes from the launcher, the account will be created for you by Janis.
Q-Dex qdex.bubbly.games Sign up yourself, then ask to be invited to the studio workspace with your user id. (Usually not needed for most artists. This is mostly relevant for sound designers, musicians, etc.)

2. Software

Install in this order. Each page says what to get and how to set it up.

  1. Bubbly Games Launcher. Install this first, because the next three come out of it.
  2. Gitea & Git LFS. Our own Git client, which you will use every day.
  3. Blender from Steam, plus our add-on from the launcher.
  4. Bubbly Asset Editor, if you author content, dialogue or data.
  5. Workspace Check. The checker. Takes thirty seconds to set up and saves hours.
  6. Unity, only if you work in the engine. Most of the team never opens it.

The full list with reasoning is on Onboarding.

3. Get a project

Clone one project and confirm it opens. Do this with someone rather than alone the first time.
LFS and locking have a couple of first-run steps that are easier shown than written.

Once it's on disk, run Workspace Check on the project folder. It should be mostly green. Doing
this on day one, before you have made anything, is worth it for one reason: you learn what the
tool looks like when nothing is wrong
, so the first real finding stands out.

4. Find your way around

  • Skim Project Folder Structure with the actual folder open beside it. Ten minutes. You are not
    memorising it. You are just connecting the tree in the doc to the tree on your disk.
  • Open a level in Unity or a kit in Blender and look at how it is named and organised. Every
    convention in Workflows is visible in a real file, and it is much easier to read a rule after
    you have seen the thing it describes.

5. Say hello

Find out who owns what. Every kit and every scene layer has an owner (How We Work > 3. Everything has an owner),
and knowing three or four names is the difference between a five-minute question and a day of
guessing.


Next: How We Work, then pick your role.