작성자 Daniel Bratcher

Traveling the world with the Asset Store

5월 18, 20154

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... 더 읽기

VR pioneers Owlchemy Labs

5월 15, 20157

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... 더 읽기

From Art Director to Asset Store Publisher

4월 16, 201516

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... 더 읽기

Unity Multiplayer in Super Dungeon Bros

4월 14, 201514

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... 더 읽기

Upgrading MUD to Unity 5

4월 8, 20152

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 ... 더 읽기

Sharing and learning with the Toronto Unity User Group

12월 15, 20141

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

Happy birthday to us – Unity Asset Store turns four

11월 4, 201417

In fact, the Asset Store was a rip roaring success pretty much from the get go. Within three months of launch in 2010 there were already 10,... 더 읽기

The student and the Asset Store extension

10월 15, 201410

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... 더 읽기

The hobbyist and the Asset Store – success with Stealth

9월 30, 201421

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... 더 읽기

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

12월 5, 20137

Facts about Christian: Favorite games: Old-school shooters, mostly Quake 1, Team Fortress, and Bioshock Favorite GA tool: Heatmaps Favori... 더 읽기

Cutting edge AAA shading technology for all

11월 21, 201326

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

Broaden your reach with multiplatform publishing

5월 15, 20135

Designing content for multiple platforms becomes far easier if you think a few things through before you start. If you get your processes ri... 더 읽기

Unity at GDC 2013

3월 19, 20137

Of course, things weren’t always like this here at Unity. We’ve come a long way since we first exhibited 7 years ago. Back in 2007, we had a... 더 읽기