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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, Nicolas Liatti, who works for Allegorithmic (the makers of Substance) as a COO, published his hobbyist game Stealth to the App Store with some success. He spent just 2-3 hours every day working on it.

“I learnt Unity by following the tutorials and, of course, I used Unity Answers. I know how to make a game, I know the basics, but I’d no knowledge of C# when I got my hands on Unity, and I’m not a programmer.”

You may have already guessed that Stealth is a stealth game. Nicolas grew up with Metal Gear Solid. He couldn’t find anything like it on mobile today, and wanted to try and prototype something to see what it would look like.

“Initially, I spent about 2-3 months refining the mechanics of the game, just using cubes as placeholders until I was satisfied. When I’d got it that far, I went to the Asset Store to find the art, music and animations I needed so I could make my game.”

In fact, almost all the assets in Nicolas’ game are taken straight from the Asset Store. Amongst other things, he used a Mixamo character for his protagonist and a few Manufactura K4 bundles for the environments.

“Creating a unified look and feel for the game was the challenge. I’m not an artist, so actually I didn’t touch the meshes at all. I just tweaked my shaders and, of course, I used Substance software on some of the textures. I’m very happy with the result. It cost me almost nothing to make the game. Around $500 on assets, and I had all I needed!”

In his professional life, Nicolas also uses the Asset Store for prototyping and to impress clients:

“I love Unity, and I think the Asset Store is one of the things that makes it great. For a few bucks you can make a prototype that looks really good. At Allegorithmic we’re making a small game for a client. We found the clothes and animations we needed for the prototype in the Asset Store, along with some other fantastic props. When they saw what we could pull off in just two days they said, fine go ahead and make it.”

Stealth has attracted some very positive reviews from AppSpy and Touch Arcade, drawing favourable comparisons with games that have much higher production values and mammoth budgets. The gamers who’ve left feedback on the App Store have also given it top marks.

Nicolas’ next step is to publish to Android and add Unity Everyplay game replays. “I just clicked the Android build option and the game worked. I’ve had to spend a couple of days adapting a few things, but it’s really not been a big deal.”

Best of luck Nicolas!

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  1. iskam samo da mina sedmo nivo

  2. “He spent just 2-3 hours every day working on it.” I need a blog post on how you do that.

  3. good…….

  4. Sorry that should be:
    .\Assets\{project name}\*
    Formatting got chewed up

    1. @seph you’re right, that’s exactly what i was asking here: http://forum.unity3d.com/threads/issues-with-importing-packages-with-similar-contents.271305/

      Handling different packages is a big headache! we’re having major issues upgrading packages, as well as packages that use a certain 3rd party in them (Unity doesn’t handle the multiple copies nicely).

  5. Are there any plans to have an update that will automatically isolate assets into their own sub-folders, I would like to see assets prearranged in a (configurable) structure similar to:

    .\Assets\\*

    If you use many similar assets they often collide content with each other and so you have to move the assets to sub-folders, this then breaks when you try and update the assets later on. If you don’t move your assets around then you end up with a massive cluttered mess on the root folder.

  6. Ok this sounds like Assets Store Promo, but it’s also a great opportunity for a “One-Man-Band” to have visibility about his game. This is (again) a good thing from Unity to help people who use their software.
    Call me fanboy if you want, I prefer considering this kind of story as something good for both sides, and it can really be inspiring for people who try to release something on their own.
    Thanks for the article and good luck for the game!

  7. I totally understand Unity posting these “promo” articles about the asset store (it is probably a strategic source of income for the company).

    One word of caution though – we are using various code assets from the asset store, and my experience with doing routine work with those (importing newer versions, trying to handle collisions between plugins, etc) has been a total nightmare. In this week alone i’ve spent roughly 2 whole days just trying to sort out some of the mess involving this.

    As i am a Unity user and kind of a “fanboy”, i do intend to blog about some of my experiences as well as raise a few suggestions on what can be done to imrpove the situation (going to CC the asset store guys as well as anyone else i can think of from within the company to raise their awareness to this).

    Still, the asset store is an awesome source to get bits and pieces for your game (getting a 20$ asset vs doing it yourself is a no-brainer in most situations).

  8. Pangeran Wiguan

    October 1, 2014 at 4:38 am

    This is inspiring.
    Who cares if he don’t know to code or to model?
    He finished and released A GAME and that’s the IMPORTANT POINT in this industry.

    1. So you are telling me, that you assembled a game from the asset store and are indeed making money off of it?! If you can link the link I will buy it now. Dude, totally inspired! My 8 year old inner me is doing backflips right now!!

      1. Wrong place.

  9. I don’t really get the negative critique here. Sure I understand it’s a bit of marketing for the Asset Store. But does that detract from the fact that this is a really great feat by a single developer? Something that I think a lot of people here dream about. And if it wasn’t for the AS this developer very possibly wouldn’t have been able to realize his dream.

    I personally found this blog inspiring and led me to check out the awesome creations of Manufactura K4, and the game oc.

  10. Another appstore promo blog? ……
    If you are serious about game-making business, learn the hard way.
    You won’t get far if you don’t know how to code or make rigged models.
    Don’t ever rely on the appstore.

    1. Fortunately for a lot of us who aren’t jack of all trades your comment completely contradicts Nicolas’s results. Completing his personal project and releasing a finished product without knowing how to code or rig models IS getting far.
      He has his game selling on the app store! Mission completed by hard work, dedication and utilizing the asset store to his advantage.

      Great job Nicolas, very inspiring.

      1. Thanks :)

        1. So you are telling me, that you assembled a game from the asset store and are indeed making money off of it?! If you can link the link I will buy it now. Dude, totally inspired! My 8 year old inner me is doing backflips right now!!

  11. Блендеровец

    September 30, 2014 at 7:56 pm

    Cool

  12. “I learnt Unity by following the tutorials and, of course, I used Unity Answers. I know how to make a game, I know the basics, but I’d no knowledge of C# when I got my hands on Unity, and I’m not a programmer.”

    Dude, you should have learnt BOO!

    Too soon…?

  13. I’m just commenting…

  14. your marketing becomes disgusting

  15. Cool thing is ability to master the level right in the modeling environment. This concept is very similar to the one used in the Blender Game engine. The problen with BGE is it doenot work in browsers. Hope these guys will bring Blender to the web.