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Why you need game engine What actually is game engine, and why Unity is so successful ;-)
Disclaimer The views expressed here are my personal views and do not necessarily reflect the thoughts, opinions, intentions, plans or strategies of  Unity
What is game engine Your call
What is game engine Let me guess: Rendering Physics even more stuff Technology in short
What is game engine Welcome to the real world YOU ARE WRONG
What is game engine When talking about technology you forget: Not so cool-looking technology  most of people thinks engine=rendering How to get meshes/textures/... in there How much time to wait if texture was changed How do you create levels lots more
What is game engine Technology Tools Infrastructure well, nothing lives in isolation how well pieces fit
What is Technology Multiplatform  unless platform holder pays you unless you don't need money unless you are doing smth impossible else or you are wrong or platform holder will pay you
What is Technology Example: Rendering if you didn't try consoles - you will fail if you didn't try gl/dx/gles you will fail if you don't know your hardware you will fail if you don't read RTR you will fail if you don't know/have constraints you will fail you need more? ;-)
What is Technology Hidden Technology What about: leaderboards achievements saving/loading, checkpoints etc multiplayer quick loading updating and DLC you name it
What is Technology You don't need it  if you create old-school lines/tetris you need reality check You don't need all of this if you are careful about constraints You will need this as you try to scale down from mac to ipad
What is Technology We'll be back when talking about infrastructure There is more hidden in there Far more important then you think
What are Tools You will need to create your levels even for something like  zuma  time-management non-standard match3 you name it
What are Tools You will need to tweak lots of stuff Asset Pipeline conditioning params Materials Object Properties  And do it fast and see the results
What are Tools You will need a lot of stuff Managing your content where was that texture/shader for this tree Creating additional data achievements localization Reusing stuff i want this tree in another level You name it
What are Tools You don't need it  if you use xml/json/inis - just type here you need sanity check if you hate artists/designers if you have all the time on earth You don't need all this Until you need it yesterday
What is Infrastructure How does it all fit together iteration time interoperability workflow fit unification everything else the "feel"
What is Infrastructure Iteration time You change something texture mesh location script object params (e.g. movement speed) How much time is needed to see it in game This might be the difference between shipping in one month and in 3 months less-polished
What is Infrastructure Interoperability How well parts works with each other DCC tool plugins  Asset importing and Level editing Conflicts Coupling  changing drawed mesh params shouldn't result in physics fidling changing texture on tree shouldn't result in whole world re-import/rebuild
What is Infrastructure workflow fit artists vs programmers sound engineer might look differently  unification how much tools/steps is needed for object draw params physics params scripting
Still want to create in-house? Create engine in-house is awesome! if you have cool experienced programmers if you have up-front time if you need specific technology you can argue about "specific" part if you can do it better if it is your first game ever - you can't if you want to know how engines works For hobbyist learning project - awesome exp
Still want to create in-house? For AAA game - unsolved problem diff credits for UE3 game and in-house tech big games have source licence ;-)
Still want to create in-house? For smaller games - even more interesting ios: $0.99 meaning: you need to be *very* fast ios vs android fragmentation even on ios  on android - almost desktop-like driver-bugs and harware "features"
Still want to create in-house? generally mobile they *are* underpowered unless you know how to use hw welcome back FFP tricks or earlier-days shader oprimizations welcome back assembly
Still want to create in-house? generally mobile a lot of stuff to integrate different platform api different features achievements leaderboards in-game purchases accelerometer/gyroscope etc
Still want to create in-house? More power to you (really)
Unity Well, as i am working in Unity... ;-) Was created to help inexperienced teams The very first customer was team of 2 artists yes, they succeeded ;-) The idea is to open gamedev to masses Lots of platforms mac/win/web/ios/android/x360/ps3/others (NDA) Lots of guidance
Unity Programming:  JavaScript, Boo, C# Thinking about others Art FBX meaning almost everything Autodesk, Modo, Blender, Sketchup, Cheetah and some more [too much to remember] PSD, JPG, PNG, TGA, TIFF, and more
Unity Operates on high level Components MeshRenderer, MeshCollider, etc Assets Mesh, Texture, Sound you will get this automagically
Unity Prefabs You can save object at full and reuse with components meaning everything Scenes Level editing Meaning one place to place objects and edit props
Unity Multiplatform: Select platform and build That's all almost ;-)
Unity Materials/Shaders All power to you preset shaders you can write your own
Unity Unity Editor is written on C# mostly meaning we expose almost everything meaning - write your own tools if needed meaning - lots of plugins are already there
Unity in-Editor Play button play your game ;-) while having all Editor power right here change texture and see this change script, wait for compile, and see that
Unity Runtime we did lots of hard-lifting skinning on NEON? Been there done that ;-) driver bugs on XXX? Ah yes, we have workaround once again - lots exposed to c#  plugins: lots
Unity Bells & whistles Beast lightmapping? check Beast point clouds? working in it Umbra occlusion? check cool LOD system? almost there profiling? check run on target hw, collect data in Editor random stuff? you will be surprised ;-)
Questions?

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Why you need game engine1.pptx

  • 1. Why you need game engine What actually is game engine, and why Unity is so successful ;-)
  • 2. Disclaimer The views expressed here are my personal views and do not necessarily reflect the thoughts, opinions, intentions, plans or strategies of Unity
  • 3. What is game engine Your call
  • 4. What is game engine Let me guess: Rendering Physics even more stuff Technology in short
  • 5. What is game engine Welcome to the real world YOU ARE WRONG
  • 6. What is game engine When talking about technology you forget: Not so cool-looking technology most of people thinks engine=rendering How to get meshes/textures/... in there How much time to wait if texture was changed How do you create levels lots more
  • 7. What is game engine Technology Tools Infrastructure well, nothing lives in isolation how well pieces fit
  • 8. What is Technology Multiplatform unless platform holder pays you unless you don't need money unless you are doing smth impossible else or you are wrong or platform holder will pay you
  • 9. What is Technology Example: Rendering if you didn't try consoles - you will fail if you didn't try gl/dx/gles you will fail if you don't know your hardware you will fail if you don't read RTR you will fail if you don't know/have constraints you will fail you need more? ;-)
  • 10. What is Technology Hidden Technology What about: leaderboards achievements saving/loading, checkpoints etc multiplayer quick loading updating and DLC you name it
  • 11. What is Technology You don't need it if you create old-school lines/tetris you need reality check You don't need all of this if you are careful about constraints You will need this as you try to scale down from mac to ipad
  • 12. What is Technology We'll be back when talking about infrastructure There is more hidden in there Far more important then you think
  • 13. What are Tools You will need to create your levels even for something like zuma time-management non-standard match3 you name it
  • 14. What are Tools You will need to tweak lots of stuff Asset Pipeline conditioning params Materials Object Properties And do it fast and see the results
  • 15. What are Tools You will need a lot of stuff Managing your content where was that texture/shader for this tree Creating additional data achievements localization Reusing stuff i want this tree in another level You name it
  • 16. What are Tools You don't need it if you use xml/json/inis - just type here you need sanity check if you hate artists/designers if you have all the time on earth You don't need all this Until you need it yesterday
  • 17. What is Infrastructure How does it all fit together iteration time interoperability workflow fit unification everything else the "feel"
  • 18. What is Infrastructure Iteration time You change something texture mesh location script object params (e.g. movement speed) How much time is needed to see it in game This might be the difference between shipping in one month and in 3 months less-polished
  • 19. What is Infrastructure Interoperability How well parts works with each other DCC tool plugins Asset importing and Level editing Conflicts Coupling changing drawed mesh params shouldn't result in physics fidling changing texture on tree shouldn't result in whole world re-import/rebuild
  • 20. What is Infrastructure workflow fit artists vs programmers sound engineer might look differently unification how much tools/steps is needed for object draw params physics params scripting
  • 21. Still want to create in-house? Create engine in-house is awesome! if you have cool experienced programmers if you have up-front time if you need specific technology you can argue about "specific" part if you can do it better if it is your first game ever - you can't if you want to know how engines works For hobbyist learning project - awesome exp
  • 22. Still want to create in-house? For AAA game - unsolved problem diff credits for UE3 game and in-house tech big games have source licence ;-)
  • 23. Still want to create in-house? For smaller games - even more interesting ios: $0.99 meaning: you need to be *very* fast ios vs android fragmentation even on ios on android - almost desktop-like driver-bugs and harware "features"
  • 24. Still want to create in-house? generally mobile they *are* underpowered unless you know how to use hw welcome back FFP tricks or earlier-days shader oprimizations welcome back assembly
  • 25. Still want to create in-house? generally mobile a lot of stuff to integrate different platform api different features achievements leaderboards in-game purchases accelerometer/gyroscope etc
  • 26. Still want to create in-house? More power to you (really)
  • 27. Unity Well, as i am working in Unity... ;-) Was created to help inexperienced teams The very first customer was team of 2 artists yes, they succeeded ;-) The idea is to open gamedev to masses Lots of platforms mac/win/web/ios/android/x360/ps3/others (NDA) Lots of guidance
  • 28. Unity Programming: JavaScript, Boo, C# Thinking about others Art FBX meaning almost everything Autodesk, Modo, Blender, Sketchup, Cheetah and some more [too much to remember] PSD, JPG, PNG, TGA, TIFF, and more
  • 29. Unity Operates on high level Components MeshRenderer, MeshCollider, etc Assets Mesh, Texture, Sound you will get this automagically
  • 30. Unity Prefabs You can save object at full and reuse with components meaning everything Scenes Level editing Meaning one place to place objects and edit props
  • 31. Unity Multiplatform: Select platform and build That's all almost ;-)
  • 32. Unity Materials/Shaders All power to you preset shaders you can write your own
  • 33. Unity Unity Editor is written on C# mostly meaning we expose almost everything meaning - write your own tools if needed meaning - lots of plugins are already there
  • 34. Unity in-Editor Play button play your game ;-) while having all Editor power right here change texture and see this change script, wait for compile, and see that
  • 35. Unity Runtime we did lots of hard-lifting skinning on NEON? Been there done that ;-) driver bugs on XXX? Ah yes, we have workaround once again - lots exposed to c# plugins: lots
  • 36. Unity Bells & whistles Beast lightmapping? check Beast point clouds? working in it Umbra occlusion? check cool LOD system? almost there profiling? check run on target hw, collect data in Editor random stuff? you will be surprised ;-)