Posts by Daniel Bratcher

Traveling the world with the Asset Store

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Terry Drever is traveling the world, and he funds his here-today-gone-in-a-few-months lifestyle exclusively by selling a portfolio of assets... Read more

VR pioneers Owlchemy Labs

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Owlchemy Labs work at the frontier of VR development. Which, you could say, puts them at the frontier of the frontier of game development. A... Read more

From Art Director to Asset Store Publisher

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What makes someone with a highly successful career as an Environment Artist, Lead Artist and Art Director on AAA titles decide to make the j... Read more

Unity Multiplayer in Super Dungeon Bros

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The first phase of our plan to create a networking solution that allows Unity developers to build multiplayer games for any type of game wit... Read more

Upgrading MUD to Unity 5

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Those of us who were around back in the day all remember M.U.Ds. Multiplayer realtime fantasy worlds that, at any rate initially, had to be ... Read more

Sharing and learning with the Toronto Unity User Group

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When Adam Proctor of Uken Games started the Toronto Unity User Group in August 2013, fifty people arrived for the first meetup. Just sixteen... Read more

Happy birthday to us – Unity Asset Store turns four

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A lot can happen in 4 years, and, as far as the Unity Asset Store is concerned, it certainly has. Asset Store growth has outstripped even th... Read more

The student and the Asset Store extension

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Not every publisher sets out with a clear plan to make an Asset Store product. If you have a half-finished extension lying around, or some c... Read more

The hobbyist and the Asset Store – success with Stealth

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Set yourself a goal. You have a year to make a game by working on your own in your spare time. How far can you get? After 15 months, Nicola... Read more

Game Metrics: Their True Nature and What You Shouldn’t Live Without

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This featured guest article by Christian Thurau on game metrics, from essential to advanced, and their value in game development. Christian ... Read more

Cutting edge AAA shading technology for all

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Physically-based surface shaders in the Asset Store So… physically-based surface shaders. Physically-based what? I hear you say. Even tho... Read more

Broaden your reach with multiplatform publishing

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Develop once deploy anywhere - that’s our proud boast. Currently, users can deploy content built on the Unity engine to nine different platf... Read more

Unity at GDC 2013

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This year Unity will be a major presence at GDC, in large part thanks to all the amazing games made by our ever-expanding community of users... Read more