2012-Aug-31
Senior producer on Battlefield 3 moves to new Stockholm studio...Read More...
2012-Aug-30
Discover the New York of yesteryear and take part in the building of the iconic Statue of Liberty in Monument Builders: Statue of Liberty. Produce the metal and wood required to keep the building site functioning, improve the roads to quickly transport materials to the job site and watch the statue evolve in real time as you progress through the game! You'll manage your workers, your productions, and your vehicles in order to meet key objectives. But be careful! You'll have to get rid of the crooks on the roads, secure your site against thieves and trade with local and foreign merchants to make sure you get your work done. Race to complete the Statue of Liberty on time in this historical time management game!...
2012-Aug-29
Well its been a long time coming but we’re finally working on a totally new learning section on the official Unity site. Our existing Support section is very out of date, and we made a conscious decision last year to replace it rather than try and update parts of it. With plenty of experience in education within the company, we have a great bed of talent to create learning materials for free so that you can pick up Unity not only as a migration from other systems but also as a way to learn game development from scratch.
My past Unity tutorial project – http://unity3dstudent.com was an experiment I created during my time teaching BA Interactive Media Production at Bournemouth University. Since then, many people have learned Unity with that site and I’m happy to say the approach of smaller modules of content that work independently was proved valuable. We now plan to take this approach and expand upon it for the official site. This means that soon you will see a new section to replace the ‘Support’ area of the website, that contains an all new tutorial area, as well as the documentation and other support material.
In interactive industries, many of us spend time teaching ourselves software from online resources. The games industry is no exception, and we see millions of fantastic online resources created by our community to help each other learn unity. This is one of the factors which has meant we could take time to create our own resource, safe in the knowledge that the community would help itself in the meantime – and for that we applaud you.
Something that I haven’t seen too much application of in interactive software training is the use of non-linear approaches. Simply put – most training materials force you to follow a pre-determined route through your learning material. This echoes the traditional classroom approach of presenting steps for students to follow and is tried and tested. However, the problem inherent in this approach is that as students we are then unable to prioritise what we wish to learn, or get directly to what we need to know, if simply using learning materials as a reference. For example – want to know how to use a trigger zone? you don’t want to spend 20 minutes fast-forwarding through a long video to find that part out.
For this reason, content you will see in our new learning area will take a modular approach with short videos or articles that you can dive into whenever you need, let’s take a look at how this works.
The learning area will be split into a hierarchy of -
Levels of content will be presented with complexity levels or Beginner, Intermediate and Advanced, but also show custom arrangements of content for Artists, or Architects for example. Eventually we hope to allow users to create their own custom level of content by picking whatever lessons they wish – this will hopefully benefit tutors teaching Unity who wish to create their own syllabus from our content. Each level will have Projects associated with it.
Topics should be considered as playlists or groups of content on a particular topic, containing lessons and assignments on that topic. A single topic at a particular level should be seen as one Module of content – for example Beginner Physics.
Lessons will be short videos you can watch to understand a concept – kind of like checking the Script Reference in docs works now. They will not require you to follow steps but simply explain. Assignments will take what you can learn from several modules and combine them to make a small part of a game – a mechanic or piecing together an environment for example. Finally, Projects will be the result of several Assignments, that give you the chance to make a small working demo. As you progress through incrementally complex levels of content, you’ll create more detailed examples of gameplay – taking you through a variety of game development scenarios.

We’re also hoping to integrate this with your Unity developer network sign on – to allow you to track your progress, resume watching content etc. This may not be in the first iteration but is something we know will benefit users and be working to provide. This tracking also allows us to see what you’re interested in, and provide targeted new learning content when we create it in the future.
For the style of these tutorials, we wanted to develop a fairly unique and interesting style that will inspire you to learn our software. Having looked at many current art styles of games, we took a few of our own creative influences and have come up with a style that blends Retro-future art, Hi-tech, and the concept of a research resort – think Lost meets Portal, Thunderbirds, and well.. Unity! We hope you like what we’re coming up with, in the meantime, there’s a sneak peek at the art slice Dave has been working on at the top of this post.
As you’re likely aware, Unity supports C#, Javascript (aka Unityscript) and Boo (a derivative of Python, but rarely used). For this system we will support C# and Javascript – and by support I mean we’ll primarily show C# in our video content but provide a Javascript conversion in the code listing beneath the video on the page. We had a take a decision on what to do in this regard, and felt that recording with both languages would slow us down – if we find that we have time to add this once we’re in production later, we may change tack to having both languages recorded. Leave your thoughts in the comments!
As a fan of action movies, I’ve always secretly wanted to utter the words ‘I’m putting a team together’ and fully expected this to be followed by a montage of myself and several others constructing some kind of battle tank, A-Team style. However, in the case of the team creating Unity tutorials, we’ve kept it a little more low key – and we’ve put together a small team that will be focused over the next few months on getting a set of Unity tutorial content together to help you learn- let’s meet the team -
I am Content manager at Unity, so I create the video material you see on our website, and work with our web team in marketing as they add new cool stuff to the site. I’ll be presenting and recording the tutorials for this system.
Dave joins us as artist for the project, from a background in triple-A console titles that include the Lego series of games.
James has been with us for some time in the support department, helping thousands of users with problems in all areas of Unity development – and he also has a degree in maths and theoretical physics – cool!
If you don’t know Emil, you haven’t used Unity for too long! but never fear, you’ll get to know him. Emil is overseeing the quality of the content we produce and knows everything there is to know about Unity dev.
Ethan is another vet of Unity tech, and has been providing art content to demos and other projects we’ve given you over the past few years, if you’ve seen it, he’s crafted it, and he is joining Emil in overseeing the quality of our content.
We’re currently aiming to create the first series of content over the next few months, so watch the blog as well as twitter for more news. In the meantime, the first fruits of Team Superlearn can be seen in the form of the Unity 4.0 Pre-order beta tutorial for Mecanim. Note that this is a very long tutorial (45min) that covers all of the system – we will not be presenting our Learn section tutorials at this length for reasons mentioned in the Non-linear learning section above. Take a look at the video below, and thanks for reading this far!
As always if you have any comments or requests for features of this project – please let us know in the comments below!
2012-Aug-29
Embark on an epic journey and relive one of the great works of Chinese literature in Jar of Marbles II: Journey to the West! This thrilling physics based Match 3 puzzle game chronicles the fantastic life of Sansang, a monk that defied an emperor and went on a quest for the truth in a time of war. Solve puzzles in beautiful hand drawn environments and meet Sansang’s fantastic companions, the Monkey King, Dragon Prince and others....
2012-Aug-28
The morning after our annual Unite party is never the easiest, and 2012 proved to be no different. A fantastic event at Amsterdam’s gorgeous Muziekgebouw concert hall brought all Unite attendees together for
a night to remember, with spectacular views over the old city and a spacious bar overlooking the River IJ.
The night began with the Unite 2012 Awards Ceremony, which honored the developers creating the best videogames and interactive apps using Unity. And without further ado, this year’s winners are:
Golden Cube – Total War Battles by The Creative Assembly and SEGA
Community Choice – Dead Trigger by Madfinger Games
Best Gameplay – Beat Sneak Bandit by Simogo
Best Visual Experience – Escape Plan by FunBits and SCEA
Best Technical Achievement – Dead Trigger by Madfinger Games
Best Student Game – Pulse by Team Pixel Pi from the Vancouver Film School
Best Serious Game – Powers of Minus Ten by Green Eye Visualization
Best Non-game – Bats! Furry Fliers of the Night by Bookerella and Story
Worldwide
The judging for the awards was done by the Unity Technologies team over a series of several weeks; nominees were then narrowed down to a group of finalists, which were then voted on in a blind poll. Open nominations for the next Unity Awards will begin in Spring 2013.
Its worth noting that this year we had by far the hardest selection of games to pick winners from. Each and every game that made it as a finalist is a superb example of the flexibility of Unity and the incredible work the community is doing with the engine. I would recommend going over to the full finalists page to really get a sense of the great work that is being done.
The Unity award-winning team of Renaud Charpentier, Nick Farley and Mattijs van Delden kicked off the final day of Unite with the show’s first session. Their talk, entitled Design, Code and Art: Total War Battles Postmortem, discussed how the team put together their Unite-award-winning RTS, and shared some key workflow tips that they learned during the game’s 18-month development cycle.
Meanwhile, a series of roundtables throughout the day discussed a broad range of topics, from how to go about PR and pitching media editors for coverage of your game, to a dialogue about building and optimizing your gaming experience in the Cloud. Palmer Luckey showed off his game-changing Oculus Rift VR headset
(and talked about how to create Unity games in for it), while Unity’s Lucas Meijer, Na’Tosha and Levi Bard talked about Linux and Flash publishing in Unity 4.0. Not to mention talks from Microsoft, Interactive Lab, Universe Sandbox and many more.
And that’s it for another fantastic Unite. We’ll be releasing videos of Unite 2012 sessions through the coming weeks, so stay tuned for that. See you all again next year!
Here is a super awesome video to give those who were unable to attend a little insight into how things were this year. It really gives a sense for what the event is like.
I look forward to seeing you next time, if not sooner
2012-Aug-27
Discover a world of adventure in Inbetween Land! When your childhood friend, Mary, goes missing for a couple of days, you begin searching for clues. You come across a strange artifact that opens a portal to a flying island, the abandoned homeplace of an extraterrestrial civilization. As you look for Mary on the island, you'll uncover an exotic land with unearthly secrets. Find and help your friend leave the flying island in this amazing Hidden Object Puzzle Adventure game!...
2012-Aug-26
Travel from the deepest trenches of the Atlantic Ocean to the awe-inspiring wonders of Mars as you solve the greatest archeological puzzle known to man: the origin of Atlantis. Through stunning production values and cunningly designed puzzles, Eternal Journey: New Atlantis will draw you into an experience unlike any other hidden object adventure....
2012-Aug-24
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2012-Aug-24

Day two of Unite kicked off with a fantastic talk by renowned game designer Brian Fargo, who spoke about the creative autonomy he’s achieved while developing the highly anticipated Wasteland 2.
Fargo and studio InXile are firing on all cylinders with their first Unity project, the sequel to the celebrated Wasteland. “We’ve been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord,” he told the packed audience in Amsterdam. “We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we’ve taken our first screenshots. The bottom line is that, without any interruption, we’re kicking ass.”
Fargo talked about the evolution of the industry that he’s worked in for some 30 years, and how the move away from the traditional console model has empowered him and other small teams, with new platforms, new distribution methods, crowd-funded financing, and of course new development tools like Unity. InXile raised more than $3 million for the development of Wasteland 2 through Kickstarter.
“I’m slow to the party on this one, but we’re really utilizing it in a big way,” Fargo said of his embrace of the Unity toolset. “People ask why we chose Unity, and it has a lot of technical positives, but really, for me, it came down to the [Asset] Store, the communication and the sharing of knowledge. That’s the real power of Unity—it’s not the technical aspects. You can’t beat the crowd.” Wasteland 2 currently uses some 49 different assets from the Asset Store, and Fargo said that he expects that number to reach 500 by the game’s release date. He said this has allowed InExile to make rapid progress, and get the most out of its budget.
Later in the day, Silicon Jelly’s Jaroslav Stehlik and Jakub Kucera spoke about their team’s workflow secrets, while Unity’s Kuba Cupisz and Tim Cooper spoke about the keys to success with Unity’s rendering pipeline. Unity’s Erland Körner and Renaldas Zioma spoke in detail about the short film they created in collaboration with UK film and TV studio Passion Pictures, entitled The Butterfly Effect.
I hope to find some time later to talk a little about the awesome Awards Ceremony and epic party
2012-Aug-24
Awakening: The Skyward Castle tells the tale of young Princess Sophia, who awakens from a magical century-long slumber into a land threatened by an ancient evil. Braving the dangers of an unfamiliar world, Princess Sophia has traveled far to discover the fate of her exiled kingdom. Having no magic of her own in a land built with living magic, she must overcome the many foes, perils and obstacles with her wit, skill and allies. Can Princess Sophia lift the curse that plagues her people? Find out in this epic conclusion!...
2012-Aug-23
Gearbox Software's marketing campaign for the upcoming Borderlands 2 has taken a novel turn with the studio releasing a 16bit-style demake of the original game.
Playable in browsers at the marvellously named Borderlands 2 website wubwub.eu, The Border Lands is a single-screen shooter that gives players a choice of four of the game's characters - Salvador, Maya, Zero and Axton.
2012-Aug-23
Join Seraphine in this amazing adventure to save the world from its doom in Lost Inca Prophecy 2: The Hollow Island! ...
2012-Aug-22

Hello everyone!
So Unite 2012, Day 1 (if you don’t count the Training Day!) is coming to a close. It’s been fantastic time and it’s great to be able to catch up with all the developers I’ve met since the last Unite. We have 1,200 participants this year, 3 fantastic tracks with 25 sessions on the first day!
Today kicked off with the keynote in which a number of cool things were introduced and demoed. I’ll go over some of this now…
First, David brought everyone up to date on all things Unity, opening with a really nice trip down memory lane, showing the evolution of games created with the development tools and going all the way back to the game that started it all.
Secondly, Joachim demoed the Mecanim animation system in 4.0, showing how awesome it is to use motion capture data and spoke about the plans to include lots of Mocap data on the Asset Store: “We are letting people who never had access to mo-cap data to get access to mo-cap data, and really up the quality of your animations.” I’ve played around with some versions of Mecanim and having a background in animation I am really excited to see how this new epic feature is taken advantage of by the community.
Joachim also demoed DirectX 11 that was pioneered by the “Butterfly Effect” project, a short film created by production studio Passion Pictures, and then jumped into the editor to show how the movie was composed and highlighted various features. Unity 4.0 is really pushing the bar for what is achievable in terms of graphical fidelity.
After Joachim showed some more of the many new features in 4.0 including an impressive demo of the improvements to Shruiken it was time for Nicholas to take the stage. He demoed a new timeline function, whereby users can select and manipulate in-game objects, tie them to animations and sounds, and define their behavior in-game, all without a single line of code. “This is a start of an attempt from our side to make time and the world-state first-class citizens in our editor,” he said. He also announced nested prefab support which was very well received by all.
Nicholas also demoed an alpha version of a GUI system for in-game menus. “This is something I’ve been working on for—it feels like even longer than I remember,” he said. It’s editable in real-time, and allows developers to create full 3D interfaces inside the game world.
Adobe’s Director of Gaming, Emmy Huang, took the stage at the Unite 2012 keynote presentation to talk about Adobe Flash Player gaming. The collaboration between Unity and Adobe wil make the Adobe Flash Player deployment tool add-on for Unity an excellent option for bringing Unity-authored games to the incredibly wide audience of the Flash Player.
Finally from the founder-trio we had some awesome new announcements on new platforms we are supporting. We’ve made a deal with Intel that will see games we’ve published through Union released for smartphones and tablets powered by the Atom processor. A range of Unity-developed Android titles will be published on Google Play and other Android markets, through Union.The current catalog of Union games stands at 120 titles. Air Attack, Samurai, and Frisbee Forever have been selected for the Atom deal, with many more to be added later. In addition to that Unity games are now set to support Microsoft’s Windows 8 and Windows Phone 8 with Unity 4.0.
After the Trio we had the pleasure of hearing from our guest keynote speaker, Peter Molyneux who showed off for the first time his fledgling studio 22 Cans’ first title, the Unity-developed Curiosity. Molyneux’s new project is the first of 22 experimental games from his new studio, all designed to allow participation from millions of simultaneous users. The knowledge gathered from development of Curiosity will then be used in a bigger title a bit further out on the horizon. This future game, the former Lionhead boss and Bullfrog legend’s studio are also developing with Unity.
Oh! … Just one last thing.
We have the keynote video recording uvw unwrapping done!. So see the full keynote video here.
And if you would like a full resolution image of the picture above, let me know in the comments and I’ll throw one together!
Cheers
@Joe_Robins #Unity3d #Unite12
2012-Aug-22
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2012-Aug-21
"I think it's going to be sooner than people think," says executive vice president of EA Games...
2012-Aug-20
But co-founder wants it to be known for games, rather than Dream Heights issue...
2012-Aug-20
On a cold rainy night in Strawsbrough town, Melissa and Alfred are celebrating their first wedding anniversary. An old woman tricks Melissa into wearing a cursed ring that makes her go into an everlasting sleep. You play the role of Alfred in this magical adventure, meeting many of the residents of Strawsbrough town in an effort to undo the curse. Find the fortune teller Zulaikha, the town’s mayor, a sad clown, a blacksmith, a miller, and many more as you use magical potions and cast spells in Tales of Sorrow: Strawsbrough Town!...
2012-Aug-19
Experience the birth of the terror that gripped the island of Tormente in Twisted Lands: Origin! This captivating prequel will lure you in with stunning artwork and bone-chilling audio, and then hold you captive as you explore dozens of bloodcurdling locations, search for useful items and solve cleverly designed puzzles! Every story has a beginning, but few are as horrifying as this!...
2012-Aug-18
Save the kingdom of Orion in Echoes of the Past: The Revenge of the Witch! Once again black powers have seized the land and this time the witch is more determined than ever to take her revenge on you. The entire city is gripped by fear and it's up to you to save them, and yourself. Exorcize the evil and defeat the witch once and for all!...
2012-Aug-18
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2012-Aug-17
With Unite 2012 just around the corner, things are buzzing at Unity offices around the globe. We’ll all converge in Amsterdam in a matter of days, bringing together some of the brightest minds in the industry to share knowledge, stories and a few pints to boot.
For those that have signed up, there’s much to look forward to. Tuesday, August 21 has been dubbed “Training Day,” and will include a host of sessions ranging from a primer in art asset management to an instructional course for building complex characters with Unity’s new Mecanim tool. The sessions continue out the week, and cross every area of game development, from programming and art to workflow and even business. And on August 22, don’t forget about the Unite keynote address from the company’s three founders, or this year’s special guest keynote by none other than legendary game designer Peter Molyneux.
But it’s not all listening. We have hands-on labs and workshops running all week, as well as events aimed at putting you in touch with Unity employees, developers and publishers. Don’t miss the Meet & Greet on Friday, August 24, from 2:30 – 4:30 pm), or the annual Unity Awards Ceremony & Party, which runs from 8 p.m. until late on the night of August 23. Events will be held at a host of fantastic Amsterdam venues, ensuring that you get plenty of local flavor
throughout the week.
Finally, we’d like to thank our fantastic sponsors for Unite 2012, who will be around all week to answer your questions and show you their products. A full list can be found below:
LUNCH SPONSORS
Adobe
Intel
PLATINUM SPONSORS
Applifier
Qualcomm
GOLD SPONSORS
Allegorithmic
Autodesk
Exit Games
GREE
Luxology
Microsoft
Mixamo/FaceFX
Nvidia
OmniMotion Technology
PlayHaven
SoftLayer
Sony
Vostopia
More information about our sponsors can be found on Unity website: http://unity3d.com/unite/sponsors
2012-Aug-17
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2012-Aug-17
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