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How Unity3D Became a Game-Development Beast

Nerval's Lobster writes "In the early 2000s, three young programmers without much money gathered in a basement and started coding what would become one of the most widely used pieces of software in the video game industry. 'Nobody really remembers how we survived in that period except we probably didn't eat much,' said David Helgason, the CEO and co-founder of Unity Technologies, maker of the Unity3D game engine. A decade later, untold numbers of developers have used Unity3D to make thousands of video games for mobile devices, consoles, browsers, PCs, Macs, and even Linux. The existence of Unity3D and similar products (such as the Unreal Engine and CryEngine) helped democratize game development, making the kinds of tools used by the world's largest game companies available to developers at little or no cost. This has helped developers focus less on creating a video game's underlying technology and more on the artistic and creative processes that actually make games fun to play. In this article, Helgason talks about how Final Cut Pro helped inspire his team during the initial building stages, how it's possible to create a game in Unity without actually writing code, and how he hopes to make the software more of a presence on traditional consoles despite Unity3D being several years late to supporting the PS3 and Xbox 360."

3 of 115 comments (clear)

  1. Oculus Rift by Saethan · · Score: 5, Interesting

    My only experience with Unity is seeing how its Oculus Rift support has made rapid prototyping of games possible. The headset was out for literally days before the first demos started popping up.

  2. Frameworks are great, but ... by Rydia · · Score: 5, Interesting

    Allowing more open development is fantastic. However, the summary (and really a ton of people) have the relationship at play with games backwards:

    "This has helped developers focus less on creating a video game's underlying technology and more on the artistic and creative processes that actually make games fun to play."

    The underlying technology, however, is the essence of the game. It's what tells us how mario moves compared to sonic or y metroid cant crawl. The artistic and creative process, while quite important, largely affect how a game is presented visually and thematically. The rise of one-size-fits-all platforms, designed to be broadly used not only between titles but between genres and platforms, has led to a massive homogenization of gameplay. Gameplay, of course, is what makes a game fun to actually play. Setting is not gameplay. Writing is not gameplay, and graphics aren't gameplay.

    Yes, these platforms are customizable, but the distinctness that came with each game or class of games has largely been lost as games increasingly rely on generalized engines. Unity and Unreal (and various other engines) are great, but they're not responsible for freeing developers to make experimental games. To the extent that is happening, it is despite of, not because of, those engines.

  3. Thanks unity!! by higuita · · Score: 4, Interesting

    I'm grateful because they now support linux and now we have more games. Humble bundle showed that there is a linux market, only a little smaller than the mac one and with steam also supporting linux there is already some pressure to other engines to also support linux (or risk losing some market share on a highly competitive market). Due to this CryEngine is already being ported to linux (sadly still with unknown release date) and several other companies with in house engines are also testing the linux port.

    Again, thanks for your support, unity

    --
    Higuita