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Professional Game Development with
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OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Jun 20, 2015

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Buff Nguyen

Presentation in OGDC 2012 organized by VNG Corp.
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Page 1: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Professional Game Development with

Page 2: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby
Page 3: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby
Page 4: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

How to Get There?

• Most common problem is game architecture is wrong

• Further complicated by poor organization

• Building in Unity is fast, can become messy fast too

• So is there a better way?

Page 5: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Starting Off Right

• Building anything of substance requires some planning

• But doesn’t necessarily take a lot of time

• Identify requirements and key features of your game

• Prototype and test specific things on target platform(s)

• Document findings

• Team agreement on constraints

• Capture core design using data-centric approach

Page 6: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Platform Prototype

• Not a gameplay prototype!

• Complexity test on target hardware

• Graphics capability and performance

• Memory usage and performance

• Use simple, but representative, assets

• Correct polygon count, pixel size, shaders, etc.

• Use profiler to assess feasibility

• Repeat until you have a clear idea of how the game will be put together

Page 7: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Example: iOS 2D Action Game

• Large static background

• Player is “Defender”

• “Raiders” attempt to raid “Treasure”

• Both Defender(s) and Raiders use “Weapons”

• Will a large background image cause problems on iOS?

• Will a large number of separate alpha-sorted Raider and Weapon sprites cause framerate hiccups?

• Do we need to pack sprites into atlases?

Page 8: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Data Prototype

• Approach development as a data problem

• Identify the data, structure and relationships

• Consider how designers will modify properties

• Designer scenes, exposed properties, XML, etc.

• Create test sets of data with team, design outward from there

• Consider how art, design and code will come together to implement the requirements and features

• Data helps define scope of what you’re building

Page 9: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Define the XML

Page 10: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Develop the Content

2D/3D Art

Audio

Design

Scope

Schedule

Page 11: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Implement the Game

Page 12: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Workflow Tips

• Get organized, stay organized

• Use sensible folder structures

• Use meaningful names

• Unity is GUID, not path, based

• Can move things around freely

• Don’t nest Resources folder, keep at root

• Stage incoming assets outside assets folder

• Use design-time only scenes, don’t mix

Page 13: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Technical Tips

• Learn, understand and use Unity’s awesome component architecture

• Create project and global script templates

• Use lazy initialization

• Use static public methods instead of instance methods

• Enable objects from pools rather than Instantiate/Destroy

• Consider separate cameras for scene and GUI

• Write custom editor scripts

• Refactor often

Page 14: OGDC2012 Professional Game Development With Unity_Mr.Brett bibby

Questions?

• Or...

[email protected]

• Skype: bibbinator

• Mobile: +60-12-296-9663

• LinkedIn okay

• No Facebook friend requests please