Originally published on my Patreon
Second Life’s long-awaited mobile app launched last June to Premium subscribers, and is showing decent adoption so far, already attracting about 1 in 3 of them. While development and design was led by a team at Linden Lab, the company had a secret weapon in its creation: Sine Wave Entertainment, the developer of Unity-based virtual worlds Sinespace and Breakroom.
“It wasn't very stable,” Sine Wave CEO Adam Frisby allows, showing me the very first test version of the app (above), which his team slapped together in two weeks. “Crashed every sixty seconds on the device, but we got one of the Welcome Islands rendering, and some of the avatar content. It was quite a while before we then actually officially started on this.”
While Adam is not with Linden Lab, his history with Second Life stretches back nearly 20 years, when he was better known as content creator and land baron Adam Zaius. His engineer Joshua May, better known in SL as Karsten Rutlledge (creator of popular SL game Greedy Greedy) also drove mobile development on Sine Wave’s side.
Once the mobile app project was launched, this early test version was scrapped. Sine Wave’s team stretched across the globe, with Adam in Australia, Joshua in the US, with development and QA support with Sine Wave’s office in Shanghai. (“Poor Miklos and Kristoff have been running thousands of QA tests every week. And sometimes that includes the rest of our QA team too, particularly for scalability testing — Louie and his team.”)
Even with all that development over nearly 2 years, Second Life’s mobile app is far from complete:
"It's going to take a while before we get mobile exactly the same as the desktop experience (and some of that may prove impossible or impractical),” as Adam puts it. “But there's definite resolve from Linden Lab to make it happen, and a lot of the effort up to now has been focusing on the hardest problems first — just getting the world to render at more than 20 frames per second on device took an insane amount of work.
For the first time, Adam tells the story of creating Second Life’s Unity-based mobile app from Sine Wave’s point of view, shares all the strange and hilarious bugs which popped up along the way — plus offers tips for both users and SL creators who want to get the most from their iOS/Android experience:
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