Prototipazione rapida con C# e Unity3D by Giancarlo Todone

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Unity is often in the middle of mixed opinions: some say it’s great because it frees game designers from need of programming knowledge, others say you should learn your matter because there’s no magic wand.
In a mail, Kellee Santiago once told me “you should build interactive prototypes that people can play as soon as possible, to test out if your ideas are compelling interactive experiences” making clear she completely disregarded what kind of game I was making or how: only important thing was to be able to try it as soon as possible.
Unity, C#, and a few other tools make this possible.

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Prototipazione rapida con C# e Unity3D by Giancarlo Todone

  1. 1. Giancarlo TodoneRapid prototypingwith C# and Unity3D(...and maybe some other great tools, too... notably TilEd)
  2. 2. 1. Rapid prototyping: why?Faster prototype != faster delivery...Isnt “quick” == “raw” ??Can prototype be reused?Doesnt it require time to learn how to prototype?…......
  3. 3. Waterfall method Agile methods
  4. 4. Also: videogame is a complex medium...“ Developing single contributes without a chance to test themtogether until the end would be like running looking at your own shoes ”
  5. 5. “ canned engines ”all-in-onegraphic enginemath libraryUIs / editors...· No need to code every little thingfrom scratch· Guided development method· Active communities /documentation available· Continuous improvements over time· Non-developers can play, too :)Lack of flexibility ·Guided development method ·Possibility of bad performances ·”coder laziness” ·Costs (not just $$) ·Chances of “bad surprises” ·
  6. 6. ...and tons more (just google/wikipedia for “game engine”)(all logos are property of respective owners)
  7. 7. A prototype is not a polished game...and regardless: “whatever floats your boat...”
  8. 8. ** = not to be confused with “Angry Birds (© by Rovio)”demo
  9. 9. · Precise 3D placement of objects· Realtime editing of entities properties· Hierarchy handling· 2D tile-quantized placement· Must reload level to see changes· Simple organization in layersJust an example:
  10. 10. Photo by Mark Feenstra
  11. 11. Usually tiles are something like this:...so you can do this:
  12. 12. ...or something like this:...so you can do this:Seamless connection of constructive elements
  13. 13. 3D tiles seem to be a natural extension
  14. 14. We can use simple 2D editing functionality and still get our 3D environment
  15. 15. 3D pieces are not necessarily bounded to square tile limits:some tricks allow this to be reflected in 2D models
  16. 16. ** = not to be confused with “Angry Birds (© by Rovio)”demo
  17. 17. Automap or similar functionalities allow for complex scheme generation from simple input
  18. 18. ** = not to be confused with “Doom (© by id software)”demo
  19. 19. Demonstrated material is available at www.stareat.it/codemotion2013All contents (texts, images, etc) areby Giancarlo Todone unless otherwise specified, and available withsame license attributed to this presentation.Thanks to Mark Feenstra to be so kind to allow his picture usageThanks to LEAP motion which allowed the demonstrationof their device (if i managed to save enough time to show it)

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