Posts Tagged ‘Unity’

Business: Former EA CEO Riccitiello Now Unity CEO

By Alice O'Connor on October 23rd, 2014.

He's very insistent that he wear this mask as 'the new face of the company.'

Thursday is, as ever, Business Thursday here at Rock, Paper, Shotgun. We’re wearing ties, playing Footsie, and folding that pretty pink newspaper into paper planes. It’s 12 o’clock, which means it’s now time for the RPS #business#noonblast brought to you by Millson’s Tie Clip Polish. Millson’s! Don’t let tarnish tarnish your reputation.

Business is afoot at engine makers Unity. Co-founder David Helgason has stepped down as CEO, and up has jumped former Electronic Arts CEO John Riccitiello. He’d already been on the Unity board for a year, and an insider tells me his appointment comes after nailing a sikk nollie 720 gazelle nerdflip. “What does this mean for Unity?” Helgason asks rhetorically. “Not too much …”

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Selling! No No No… Unity Deny Rumours

By Alice O'Connor on October 14th, 2014.

Settle down, gel.

Ooh he isn’t half an awful gossip, that Ian Video Games! Why, just the other day our Alec said Judith’s lad CNET — you know, shaved head, earring, works in the arches café — told him Ian had been going around saying Google and some other local teams had been sniffing around, looking at signing up Unity. “Unity!” I tell Ian, “It’s you wot needs tea my boy, settle your nerves you jumpy Jeff.”

Course, Unity’s uncle has come out and made it real clear. “We have no plan to sell Unity,” says he. Too flipping right! She’s too good for them, that gel.

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Rumour: The Unity Engine Is For Sale

By Alec Meer on October 9th, 2014.

A not particularly relevant screenshot from a Unity 5 official showcase for you, because

As in, the whole bally company. Clearly anyone’s been able to buy a copy of the engine for yonks.

Unity is the go-to gamemaking tool for a vast number of developers, big and small (around three million of ‘em, in fact, with Blizzard’s Hearthstone its highest-profile title, at least until one of my games comes out), and it was perhaps only a matter of time before it became an even greater concern. That time may be very soon, if reports that the game engine company’s angling to be sold are true.
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Wherefore Art? The Strange Places Of Noctuelles

By Duncan Harris on March 19th, 2014.

This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

Somewhere in the region of the demoscene and modern game jam is Noctuelles, home of mysterious New Zealander Orihaus and the ‘strange places’ he calls ‘games’. Ghostly ‘megastructures’ of stark, sometimes procedurally generated geometry, his Unity-powered projects can seem a million light years from purported genres including flight sim and survival horror. Then you get Xaxi, “a virtual memory palace of sorts, designed to teach Aliceffekt’s Conlang Traumae, and examine the possibilities of learning and memory in interactive virtual environments.”

All of which begs the question: is Orihaus really happy making places for their own sake? We, of course, are getting comfortable with the idea, funding and exploring worlds and ideas that often far outstretch any explicit gameplay – and why not? But what does the future hold for Noctuelles, and what are we supposed to think of it in the meantime? Read the rest of this entry »

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The Face Of Tomorrow’s Indie Games: Unity 5 Announced

By Alec Meer on March 18th, 2014.

UNITYFACE

In theory I’m working with someone to make a game in Unity, but I’ve yet to progress past the “very long Word documents with overwritten design ideas” stage myself. However, at some point I fully intend to fiddle under the hood to some degree, and as such today’s news of a big old update to Unity is going to affect me at some point. For now though, I’m not the best person to ask about quite why the newly-announced Unity 5 is quite so exciting, but judging from how the throngs of developers took a break from hard drinking and massed backslapping at GDC to light up Twitter with breathless wonder at the listed features for this increasingly ubiquitous game engine, it appears to be one hell of a big deal in devland.

From a games-player point of view, this is very likely to shape a lot of the indie games (big and small) that we’ll be playing over the next couple of years. As far as I can tell, two of the most promising additions are heightened visual spangliness and – potentially – running games in browser without the need for a plugin.

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Build Your Own Wasteland 2

By Craig Pearson on December 6th, 2012.

That's a good doo, sir.
Left a bit. Too far! Right. Right. RIGHT! Oh sorry, I didn’t see you there. I was just practicing telling Wasteland 2 developers inXile what to do with the assets I’m ready, willing, and prepared to generate for Wasteland 2. And because I’m lovely and like to share these things, I’m going to tell you how you can be in the position to have a building or prop in their upcoming apocalyptic RPG. Engine makers Unity and inXile are teaming up to allow gamers to take part in paid-for work for the game. Just, you know, be exceptional.
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Unity 4 Brings DX11 To The Huddled Indie Masses

By Alec Meer on June 18th, 2012.

OMIGOD A DIRECTX 11 BUS

Hey, developers! Erm. Just wanted to say hi, like. Also, you might be interested in the next version of the increasingly ubiquitous Unity engine, which is toting all sorts of hypermodern features (they even say ‘hypermodern’ themselves in their press release, so for once I’m not to blame for a superlative-based portmanteau) aimed at making it desirable to indies, mainstream, mobile and mucking-about devs alike.

DirectX 11 (as shown above, apparently), a new character animation tech called ‘Mecanim’ and publishing to Flash and Linux are the headline features of Unity 4, though there’s also (and less relevantly to this blog) a bunch of additional mobile gaming stuffs in there too. Basically, it’s Unity putting its arm around the Unreal engine’s girl, curling its lip into a knowing smirk and intoning those most sacred of words: Come at me, bro.
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20 Goto Hell In Code Hero

By Craig Pearson on February 20th, 2012.

It's like Futurama's Internet
I thought writing about else { Heart.break() } would prove to be a novelty, but three days later here I am, telling you about another game that lets you fiddle in its innards. I am now the official RPS expert, sorry “expert”, on games that allow you to alter their code: Code Hero is a Unity engine game where you have a code gun that shoots Javascript, and hopes the players learn enough from the action. According to the the devs: “Code Hero is an FPS where your Code Gun shoots code directly at a target and executes on impact. It references the target so you can act upon hitObject in your code or just hit.point if permissions are denied.” If you could see the face I’m making trying to comprehend that, you’d probably be calling for an ambulance. Video of it below.

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BeGone, The Multiplayer Browser Shooter

By Quintin Smith on March 16th, 2011.

BeGUN, they should have called it

Yikes! This is the most impressive Unity-powered project I’ve seen to date. BeGone is a butter-smooth, not-at-all-ugly multiplayer FPS you can play right out of your browser. Click on the link, pick a server, wait some seconds and you’re off, engaging in hot manshoots with up to 11 other players. You hear that? That’s the sound of the past crunching under the heavy boot of Tomorrow. Go play, or watch some footage after the jump. News courtesy of the ever-independent Indiegames blog.
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Unified: Unity 3 Released

By Jim Rossignol on September 28th, 2010.


While not exactly about playing games (this is more for the making of games) the launch of Unity 3, the third iteration of the free-to-use game engine, has me excited. Of all the game-making tools out there, Unity is the one I’ve spent the most time with, and it was actually responsible for the RPS game, RockPaperShotgunity, which we cobbled together last year. Also, I totally made some big spheres move about making booming noises. I am The Creator. People who know stuff are more excited about the unified editor, the post-processing and shader improvements, the occlusion culling, deferred rendering, and other tech stuff. Full What’s New list here, although some of that is for the paid-for Pro version, which I think is limited to a month demo, something like that.

Never made a game before? Spong In A Posty! Although that’s probably a bit out of date for Unity 3. Maybe it’s time to do another one.

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Hang_ng T_ugh: Langman

By Kieron Gillen on September 10th, 2010.

This just reminds me of the Amstrad. DEATH TO THE AMSTRAD. SPEC-CHUMS FOREVER.

A Friday afternoon distraction here. Langman is really just a conceptually pure thing. It’s a unity-powered combination between the word-game hangman and a platformer, so you have to jump between the letters to select them. Fall to your death, and you lose a guess. Guess wrong and you lose a guess. Guess right, and you may add another guess. Battling against my (perhaps predictable) intrinsic dislike of word-games involving spelling, this managed to charm me with its Retro aesthetics and chiptune sounds, plus increasingly complicated levels. Cute. Play here or watch a trailer below…
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3D Minesweeper: Be Mine!

By Kieron Gillen on June 28th, 2010.

Mine-sweeping without a mine-detector thing. Is this a critique of the supply situation in Iraq? Probably not.

Continuing my march through the tips folder, I hit upon Nir Gooday – and his brother’s – game. It’s Minesweeper. In 3D. It’s 3D Minesweeper. Which is the sort of thing which strikes you as totally pointless… but then you realise there’s a spark of genius here. There’s something oddly compulsive of taking that step. I mean, it’s become such a social staple that we don’t even think about of its name any more. Minesweeper. A game about stepping on mines, and actually physically doing it actually provokes a tiny shiver of anticipation. Alas, it’s an idea whose execution sells itself short – it demands bangs and whistles one goes off, the full on explosion and shaker-speaking noise. Add that, Nir, and you’re away. Make it turn-off-able for the wimps. Play here. There’s also a facebook app version, if that’s your sort of thing.

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A Simon Parkin Special: Cordy

By Kieron Gillen on June 24th, 2010.

CORDY!

Cordy, as Simon Parkin rightly notes, is a Little Big Planet clone, crammed into Unity. Only a couple of demo levels here, but feature all manner of Rube Goldberg styled levels of spinning, falling and crushing stuff. Very quick to play, and hopefully more to come – though, obviously, to be a real Little Big Planet clone, it’d have to include some manner of construction elements. WELCOME TO OUR ROBOT GAME state Silvertree media, proudly. I would be too.

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