David Helgason
Upcoming SlideShare
Loading in...5
×
 

Like this? Share it with your network

Share

David Helgason

on

  • 1,225 views

Ponencia en Colombia 3.0

Ponencia en Colombia 3.0

Statistics

Views

Total Views
1,225
Views on SlideShare
1,225
Embed Views
0

Actions

Likes
0
Downloads
7
Comments
0

0 Embeds 0

No embeds

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

David Helgason Presentation Transcript

  • 1. Introduction!
  • 2. David  Helgason,  CEO  Unity  Technologiesdavid@unity3d.com  –  @davidhelgason
  • 3. Build once, deploy anywhere
  • 4. Developers!!!
  • 5. Developers!!!1,200,000 developers
  • 6. Developers!!!1,200,000 developers 300,000 monthly active
  • 7. Developers!!!1,200,000 developers 300,000 monthly active 53% of mobile game developers
  • 8. Developers!!!1,200,000 developers 300,000 monthly active 53% of mobile game developers 2% of developers of any kind
  • 9. Developers!!!1,200,000 developers 300,000 monthly active 53% of mobile game developers 2% of developers of any kindDevelop Award: Best Engine
  • 10. Kingdoms ofShadowgun Dead Trigger CSR Racing Camelot Beat Sneak Road WarriorSki Safari Triple Town Bandit Racing
  • 11. Captain Antarctica Jelly Defense Temple Run Heroes Call Frontline Commando Subway Surfers Blood & Glory
  • 12. Strategy  #1:  Big  Goal“Democra)ze  game  development” “Serve  developers”
  • 13. Asset Store:
  • 14. Draw vector art insideUnity and importAdobe Illustrator files
  • 15. "inXiles Brian Fargo who is making Wasteland2, recently told us that in their first 120 days ofproduction, theyve used 49 assets from thestore. 43 art, 5 script, and 1 sound effect. All ofthose were paid for except for 8. He expects thisnumber to increase 10 fold by the time that theyare done with development. He also told us thatthe progress theyve made with Unity if fourmonths would have taken them over a year inthe traditional ways. If youre interested inhearing more about this, he will be speakingtomorrow about the Power of the Crowd andhow it can improve artistic integrity."
  • 16. Asset Store:
  • 17. Asset Store: 160K active users
  • 18. Asset Store: 160K active users 4,600 packages
  • 19. Asset Store: 160K active users 4,600 packages 600 publishers
  • 20. Asset Store: 160K active users 4,600 packages 600 publishers Some selling $10-20K per month
  • 21. Asset Store: 160K active users 4,600 packages 600 publishers Some selling $10-20K per month We’ve hired 3 of the best!
  • 22. Asset Store: Online Services
  • 23. DirectX 11 ShurikenMecanim
  • 24. Dynamic Font Rendering DirectX 11 ShurikenMecanim
  • 25. Dynamic Font RenderingMobile Shadows DirectX 11 Shuriken Mecanim
  • 26. Dynamic Font RenderingMobile Shadows DirectX 11 Shuriken Improved Cubemap Import Mecanim
  • 27. Dynamic Font RenderingMobile Shadows DirectX 11 Bumpmapped Terrain Shuriken Improved Cubemap Import Mecanim
  • 28. Dynamic Font RenderingMobile Shadows DirectX 11 Bumpmapped Terrain Shuriken Improved Cubemap Import Mecanim Project Browser
  • 29. BakeSelected Lightmapping AssetImporter.userData Dynamic Font Rendering Mobile Shadows SkinnedMeshRenderer.BakeMesh AddComponent dropdown DirectX 11 Bumpmapped Terrain SkinnedMeshRenderer performanceDeveloperConsole in Player Faster enter playmode Shuriken Improved Cubemap Import 3D (volume) texture support SceneView iso/perspective UI Per-platform custom #defines for scripting NavMeshObstacle component Mecanim MonoBehaviours in namespaces Project BrowserWireframe rendering Recursive active state Floating point rendertexture formats Lightmaps take normal maps into account
  • 30. DirectX 11
  • 31. CongratulateColombiaMention theburgeoning gameindustry
  • 32. Why a game industry?
  • 33. Why a game industry? Combines engineering + design
  • 34. Why a game industry? Combines engineering + design (and marketing + psychology + business)
  • 35. Why a game industry? Combines engineering + design (and marketing + psychology + business) Truly global
  • 36. Why a game industry? Combines engineering + design (and marketing + psychology + business) Truly global Extremely fast paced
  • 37. Why a game industry? Combines engineering + design (and marketing + psychology + business) Truly global Extremely fast paced Small teams => big impact
  • 38. Why a game industry? Combines engineering + design (and marketing + psychology + business) Truly global Extremely fast paced Small teams => big impact Awesome!
  • 39. Why a game industry, cont.?
  • 40. Why a game industry, cont.? Produces highly valuable skills
  • 41. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries
  • 42. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing
  • 43. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing – science
  • 44. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing – science – engineering
  • 45. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing – science – engineering – medicine
  • 46. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing – science – engineering – medicine – military training
  • 47. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing – science – engineering – medicine – military training – cloud infrastructure
  • 48. Why a game industry, cont.? Produces highly valuable skills ... applicable to many industries – product & architectural marketing – science – engineering – medicine – military training – cloud infrastructure “Gamification”
  • 49. Huge industry $52B $86B 2015 2009 Latin America - 2% Latin America - 2% CAGR: EMEA - 27% 10.6% Asia/Pacific - 48% EMEA - 32%Asia/Pacific - 38% North America - 23% North America - 28% Source: PricewaterhouseCoopers
  • 50. Unity Colombia
  • 51. Unity Colombia
  • 52. Unity Colombia (we’re hiring:jobs@unity3d.com)
  • 53. Unity Colombia (we’re hiring:jobs@unity3d.com)
  • 54. Questions?David  Helgason,  CEO  Unity  Technologiesdavid@unity3d.com  –  @davidhelgason
  • 55. Problem: new platformopportunities are hard and risky to address Solution: Union aggregates Unity games and distributes them to new platforms
  • 56. Awesome catalog
  • 57. Awesome catalog120 great games
  • 58. Awesome catalog120 great games Many top 10 iOS and Android games
  • 59. Awesome catalog120 great games Many top 10 iOS and Android games Over 100M lifetime downloads
  • 60. Awesome catalog120 great games Many top 10 iOS and Android games Over 100M lifetime downloadsPublished 50 games to 7 platforms