작성자 Daniel Bratcher

Traveling the world with the Asset Store

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

5월 18, 20154

VR pioneers Owlchemy Labs

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

5월 15, 20157

From Art Director to Asset Store Publisher

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

4월 16, 201516

Unity Multiplayer in Super Dungeon Bros

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

4월 14, 201514

Upgrading MUD to Unity 5

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

4월 8, 20152

Sharing and learning with the Toronto Unity User Group

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

12월 15, 20141

Happy birthday to us – Unity Asset Store turns four

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

11월 4, 201417

The student and the Asset Store extension

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

10월 15, 201410

The hobbyist and the Asset Store – success with Stealth

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

9월 30, 201421

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

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

12월 5, 20137

Cutting edge AAA shading technology for all

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

11월 21, 201326

Broaden your reach with multiplatform publishing

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

5월 15, 20135

Unity at GDC 2013

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

3월 19, 20137