gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
2. Introducing gamifi.cc
โข Indie studio from Brno, CZ: David Jozefov, Rudolf Kajan,
Matej Jariabka, Martin Wilczak
โข Experience with games for Win, XBOX360, Windows Phone
โข FireFighters: Whatever It Takes!
(world finals of Microsoft Imagine Cup 2011 โ 3th place in Game Design category)
โข Yggdrasil: The Tree of Life
(world finals of Microsoft Imagine Cup 2012 โ 6th place in Game Design category)
โข The Great Wobo Escape
multiplatform 2.5D action puzzle platformer, in development since 01/2013
3. How we discovered Unity
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We have a game, we donโt have an engine
What is a trend, what others use?
Platforms!
No re-inventing the wheel!
Thinking 5+ years in advance
4. Why is Unity a clear choice for us
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Easy multiplatform development minimizes risks!
Easy to use
We can create what we need (editor)
Minimum training required
7. Unity vs Kickstarter 1/2
Is Unity popular on Kickstarter?
40%
of games in TOP15 Most Funded Video Games use Unity
*As of 11/2013
8. Unity vs Kickstarter 2/2
How much $USD Unity games raised on Kickstarter.com?
$16 403 255
6/15 games in TOP15 Most Funded Video Games
*As of 11/2013
9. How to choose a game engine
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Donโt start to make a game by creating an engine!
Know your limits and goals
Make choice in line with your business model
Choose for a game type - FPS, MMO, Casual
Donโt be afraid to invest (a little)
โ tools, support, licence type, modules, etc.
10. Alternatives
โข CryEngine
โ Several options for licensing
โ Visually rich & powerful
โข Unreal Engine
โ Flexible for game genres, multiplatform
โ Free, or 25% from profits over $50k
11. Why Unity - PROS
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Unity if free (low/limited price)
Multiplatform tool
Support and ongoing development of new feature
Asset store, plugins
Indie standard
12. Why Unity - CONS
โข Unity Pro is not free
โข Requires skills! (coding)
โข Will require customization
15. Test
Testing is independent on Dev team
1. In Unity: File -> Build & Run
2. Publish through Unity Web Player, send .apk, .etc.
3. Testing, bug reports, etc.
17. Unity Web Player
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Share a whole game through just one URL
Win / Mac OS + any browser is required - universal
Unity: File -> Build & Run -> Web Player
Dropbox Public directory (copy public link)
18. Unity Hardware Statistics
โข Useful for setting a minimal HW requirements
โข Simple but free, anonymous stats: OS version, GPU,
CPU, memory size, display size, device manufacturer
โข For Web player, Mobile, Editor
โข stats.unity3d.com
22. Smart Multipurpose Interactive Learning Environment
โข With visually impaired
players in mind
โข Educational aspects
โข GarageGames
โข Torque
23. #1 - Use Tools!
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Time is better used making a polished game
Easy to ramp up new people
Moving between projects is easier (2D/3D game switch)
Lots of available tools (Unity)
โข BUILD GAME, NOT TECH!
โข Reinventing the wheel is a trap โ 75% done easily, rest
super-expensive
24. #2 - Iterate Small Idea
โข โLike <insert AAA title name>, but better!โ
โข Multi-platform cloud-based MMORPG with social
aspects
#3 - Stay Visible
25. XNA
Games
Custom game logic
Custom Content
Components
Starter Kits
Extended Framework
Application Model
Content Pipeline
Core Framework
Graphics
Audio
Input
Networking
Math
Storage
Gamer Services
Platform
DirectX
XDK
.NET Framework
.NET CF
โข Lots of o-o-b
functionality
โข Documentation
โข Community content
โข VS integration
โข Just MS platforms
โข Future Support
26. XNA โ Content Pipeline
.X
.FBX
XNA Content Pipeline Flow
Importer
Content
DOM
Processor
Content
Compiler
.XNB
โข Lots of o-o-b
functionality
โข Documentation
โข Community content
โข VS integration
.TGA
โข Just MS platforms
โข Future Support
33. Fast Prototyping
โข Quick Pivots
โข Test ideas โ TuDee,
then develop your tools
(NOT engine first)
โข TEST ON PEOPLE!!!
(HCI, video recs,
notes) - they will do
stuff you do not expect!
36. Current Consumer Mobiles
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What you can reasonably expect to run on current consumer mobiles:
Lightmapped static geometry. But beware of:
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Animated characters, even with fancy shaders! But beware of:
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Overdraw, or, lots of layers drawn on top of eachother.
Particle effects. But beware of:
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Massive crowds or high-poly characters
2D games with sprites. But beware of:
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Using a lot of alpha-test shaders
Bumpmapping, especially using built-in shaders.
High polygon count
High density on large particles. (Lots of particles drawn on top of each other. This is another overdraw situation)
Ridiculous numbers of particles, or particle colliders.
Physics. But beware of:
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Mesh colliders.
Lots of active bodies
37. Current Consumer Mobiles
โข What you CANNOT reasonably expect to run on current
consumer mobiles:
โข Fullscreen screen image effects like glow and depth of field.
โข Dynamic per-pixel lighting (multiple lights marked Important and
not baked into the lightmap)
โข Every affected object is drawn an additional time for every dynamic
light you use, and this gets slow quickly.
โข Real time shadows on everything
โข Unity 4 offers native support for real time shadows on mobile
platforms, but their use must be very judicious, and likely limited to
higher-end devices.
38. Tools We Use and Love
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Unity3d
Blender
GIMP
Zbrush
BlackInk
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TuDee
VS + UnityVS
Serializer
GameAnalytics
39. Tools We Use and Love
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Unity3d
Blender
GIMP
Zbrush
BlackInk
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TuDee
VS + UnityVS
Serializer
GameAnalytics
40. Level Design
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Idea โ Level Beat Chart
TuDee / Excel ๏
Generated Prototype Scene in Unity
Parallel Testing / Adjustments
โ Actors
โข State Machines, FSM, experimental FFSM, INDIE RAIN!
โ Triggers