Unity Game Development Engine: a Technical Survey
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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Assignment #1: Quickstart to Creating Google Cardboard Apps with Unity
CMSC 234/334 Mobile Computing Chien, Winter 2016 Assignment #1: Quickstart to Creating Google Cardboard Apps with Unity Released Date: Tuesday January 5, 2016 Due Date: Friday January 8, 2016, 1:30pm ~ 6:00pm Checkoff Location: Outside CSIL 4 in Crerar. How to Complete Assignment: Yun Li will be available for assignment “checkoff” Friday 1/8, 1:306:00pm, outside CSIL 4 in Crerar. Checkoffs are individual, everyone should come with their own computer and mobile device, build the game using their computer and mobile device(s) and then show the game on the mobile device(s). Please signup immediately for 10minute checkout slot here: https://docs.google.com/a/uchicago.edu/spreadsheets/d/1PbHuZdTEQTHrTq6uTz837WYx t_N8eoZs8QqQAZF_Ma8/edit?usp=sharing Google provides two Cardboard SDKs, one for Android SDK and one for Unity SDK. Android SDK is used for Android Studio. If we want to develop Google Cardboard apps with 3D models in Android Studio, we need to deal with OpenGL ES, this interface provides detailed control for power users. Given the short time frame for this class, we will focus on use of the higher level Unity interface for quick development of VR apps. However, you may choose to use this in your projects. The Unity SDK can be used to develop VR apps for Android and iOS platforms1 with Unity. For the class, we will use Android. Unity is a development platform for creating multiplatform 3D and 2D games and interactive experiences. It is designed to deal with 3D models directly and easily. In this class, Unity 5 is used as the development environment. -
Location-Based Mobile Games
LOCATION-BASED MOBILE GAMES Creating a location-based game with Unity game engine LAB-UNIVERSITY OF APPLIED SCIENCES Engineer (AMK) Information and Communications Technology, Media technology Spring 2020 Samuli Korhola Tiivistelmä Tekijä(t) Julkaisun laji Valmistumisaika Korhola, Samuli Opinnäytetyö, AMK Kevät 2020 Sivumäärä 28 Työn nimi Sijaintipohjaisuus mobiilipeleissä Sijaintipohjaisen pelin kehitys Unity pelimoottorissa Tutkinto Tieto- ja viestintätekniikan insinööri. Tiivistelmä Tämän opinnäytetyön aiheena oli sijaintipohjaiset mobiilipelit. Sijaintipohjaiset mobiili- pelit ovat pelien tapa yhdistää oikea maailma virtuaalisen maailman kanssa ja täten ne luovat yhdessä aivan uuden pelikokemuksen. Tämä tutkimus syventyi teknologiaan ja työkaluihin, joilla kehitetään sijaintipohjaisia pelejä. Näihin sisältyy esimerkiksi GPS ja Bluetooth. Samalla työssä myös tutustuttiin yleisesti sijaintipohjaisten pelien ominaisuuksiin. Melkein kaikki tekniset ratkaisut, jotka oli esitetty opinnäytetyössä, olivat Moomin Move peliprojektin teknisiä ratkaisuja. Opinnäytetyön tuloksena tuli lisää mahdolli- suuksia kehittää Moomin Move pelin sijaintipohjaisia ominaisuuksia, kuten tuomalla kamerapohjaisia sijaintitekniikoita. Asiasanat Unity, sijaintipohjainen, mobiilipelit, GPS, Bluetooth Abstract Author(s) Type of publication Published Korhola, Samuli Bachelor’s thesis Spring 2020 Number of pages 28 Title of publication Location-based mobile games Creating a location-based game with the Unity game engine Name of Degree Bachelor of Information and Communications -
Interactive Media and Game Development
Interactive Media and Game Development Frontiers 2008 Mark Claypool What Do You Think Goes Into Developing Games? • Choose a game you’re familiar with • Assume you are inspired (or forced or paid) to re-engineer the game • Take 1-2 minutes to write a list of the tasks required – Chronological or hierarchical, as you wish • Trade write-ups with another student • What do we have? 1 Outline • Background (next) • Tutorial 1 • What is a Game? • Genres • Tutorial 2 • The Game Industry • Game Timeline • Team Sizes Professor Background (Who am I?) • Dr. Mark Claypool (professor, “Mark”) – Computer Science – Interactive Media and Game Development • Research interests – Networks – Audio and Video over Internet – Network games 2 Student Background (Who Are You?) • Year – Junior, Senior, … • Interest: – Art or Programming or ... • Computer Programming – (what’s a program?) 1 to 5 (hacker!) • Gamer – (casual) 1 to 5 (hard-core!) • Built any games? • Favorite game? – What type of game is it? Why is it fun? • Other … Course Materials http://www.cs.wpi.edu/~claypool/courses/frontiers-08/ • Slides – On the Web – PPT and PDF • Resources – Game creation toolkits, documentation, etc. 3 Overall Course Structure • 8:30-10:30 – Technical/Design aspects of IMGD • 2d game, from “scratch” • 10:30-12:30 – Communication Workshops • 1:30-3:30 – Artistic/Design aspects of IMGD • 3d game, Unreal Tournament Mod • 3:30-4:30 – Lab Technical Course Structure (1 of 2) • Start around 8:30 • Me: lecture + discussion for 15-30 minutes • You: work for 30-60 minutes • Repeat -
Raptor: Sketching Games with a Tabletop Computer
Raptor: Sketching Games with a Tabletop Computer J. David Smith and T. C. Nicholas Graham School of Computing Queen’s University Kingston, Ontario, Canada {smith, graham} @cs.queensu.ca ABSTRACT Game sketching is used to identify enjoyable designs for digital games without the expense of fully implementing them. We present Raptor, a novel tool for sketching games. Raptor shows how table- top interaction can effectively support the ideation phase of game design by enabling collaboration in the design and testing process. Raptor heavily relies on simple gesture-based interaction, mixed- reality interaction involving physical props and digital artifacts, Wizard-of-Oz demonstration gameplay sketching, and fluid change of roles between designer and tester. An evaluation of Raptor using seven groups of three people showed that a sketching tool based on a tabletop computer indeed supports collaborative game sketching better than a more traditional PC-based tool. Keywords End-User Development, Video Games, Sketching, Tabletop, Computer- Supported Collaborative Work, Game Sketching Categories and Subject Descriptors Figure 1: Raptor is a game sketching tool based on a tabletop H.5.3 [Group and Organization Interfaces]: Computer-supported surface. The tool helps groups of users to brainstorm early in Cooperative Work. the game design process. 1. INTRODUCTION 100 people [9]. Given these costs, it has become critically impor- Sketching is an emerging concept in user interface development tant to assess early in the development process whether the game that supports the early ideation phase of interaction design [4]. will actually be fun to play. Sketching allows players to experience Collaboration and iterative design has been shown to be beneficial game ideas without requiring fully functioning prototypes. -
Challenge 5 Whack-A-Food
1 Challenge 5 Whack-a-Food Challenge Put your User Interface skills to the test with this whack-a-mole-like challenge Overview: in which you have to get all the food that pops up on a grid while avoiding the skulls. You will have to debug buttons, mouse clicks, score tracking, restart sequences, and difficulty setting to get to the bottom of this one. Challenge - All of the buttons look nice with their text properly aligned Outcome: - When you select a difficulty, the spawn rate changes accordingly - When you click a food, it is destroyed and the score is updated in the top-left - When you lose the game, a restart button appears that lets you play again Challenge In this challenge, you will reinforce the following skills/concepts: Objectives: - Working with text and button objects to get them looking the way you want - Using Unity’s various mouse-related methods appropriately - Displaying variables on text objects properly using concatenation - Activating and deactivating objects based on game states - Passing information between scripts using custom methods and parameters Challenge - Open your Prototype 5 project Instructions: - Download the "Challenge 5 Starter Files" from the Tutorial Materials section, then double-click on it to Import - In the Project Window > Assets > Challenge 5 > Instructions folder, use the "Challenge 5 - Outcome” video as a guide to complete the challenge © Unity 2019 Challenge 5 - Whack-a-Food 2 Challenge Task Hint 1 The difficulty buttons Center the text on the buttons If you expand one of the -
January 2010
SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where. -
Critical Thinking and Problem-Solving for the 21St Century Learner Table of Contents
Educator’s Voice NYSUT’s journal of best practices in education Volume VIII, Spring 2015 Included in this issue: Welcome from Catalina R. Fortino Critical Thinking and Inquiry-Based Learning: Preparing Young Learners for the Demands of the 21st Century Problem-Solving for the Developing Mathematical Thinking in the 21st Century 21st Century Learner How Modes of Expression in the Arts Give Form to 21st Century Skills 21st Century Real-World Robotics In this issue … Authors go beyond teaching the three R’s. Critical thinking and problem- “Caution, this will NOT be on the test!” Expedition Earth Science solving for the 21st century learner means preparing students for a global Prepares Students for society that has become defined by high speed communications, complex the 21st Century and rapid change, and increasing diversity. It means engaging students to use multiple strategies when solving a problem, to consider differing Engaging Critical Thinking Skills with Learners of the Special Populations points of view, and to explore with many modalities. Music Performance Ensembles: This issue showcases eight different classrooms teaching critical thinking A Platform for Teaching through inquiry and expedition, poetry and music. Authors investigate the 21st Century Learner ways to make teaching and learning authentic, collaborative and hands- on. Students learn to problem solve by building working robots and go What is L.I.T.T.O.? Developing Master Learners beyond rote memorization in math through gamification. Early learners in the 21st Century Classroom use art to generate their own haiku, or journals to document their experi- ences with nature, and high school students learn earth science through Glossary outdoor investigations. -
Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2. -
A Simple Technique for Modeling Terrains Using Contour Maps
2012 16th International Conference on Information Visualisation A Simple Technique for Modeling Terrains Using Contour Maps José Anibal Arias, Roberto Carlos Reyes, Antonio Razo Universidad Tecnológica de la Mixteca, Universidad de las Américas - Puebla {[email protected], [email protected], [email protected]} Abstract 2. Related work In this paper we describe a simple modeling technique used to create precise and complex digital In most applications, the procedure to digitally terrains models using contour maps. As a case study we generate a terrain is based in grayscale elevation maps. use the terrain of the “Monte Albán” archeological site, In these maps lighter tones generally represent areas with located in the Mexican state of Oaxaca. We employ the increased altitude. This type of procedure is technique with a simple contour map to obtain a realistic recommended for scale models including local tridimensional terrain model that includes the four main measurements. It produces a surface where we can place hills of the site. different objects and apply textures to achieve realistic terrain representations. Keywords--- 3D Modeling, GIS, Archaeological There are more complex and detailed models that reconstruction. can even be georeferenced (i.e. associated with a spatial reference system) to show the location of the model on the earth’s surface at a given scale. These models are based on field measurements, remote sensing or 1. Introduction restitution. The input formats can range from point clouds, data generated by the LIDAR sensor, contours There are several different approaches to represent a generated by stereoscopic aerial orthophotos restitutions, 3D digital terrain. These depend largely on the available until GRID format with regular elevations in space. -
Creating a Framework for an ARPG-Style Game in the Unity Game Engine
Creating a framework for an ARPG-style game in the Unity game engine Author(s) Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Bachelor in Programming [Games|Applications] 20 ECTS Department of Computer Science Norwegian University of Science and Technology, 20.05.2019 Supervisor Christopher ARPG framework in Unity Sammendrag av Bacheloroppgaven Tittel: Rammeverk for et ARPG-spill i spillmotoren Unity Dato: 20.05.2019 Deltakere: Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Veiledere: Christopher Oppdragsgiver: Norwegian University of Science and Technology Kontaktperson: Erik Helmås, [email protected], 61135000 Nøkkelord: Norway, Norsk Antall sider: 63 Antall vedlegg: 4 Tilgjengelighet: Åpen Sammendrag: Spillet som ble laget for denne oppgaven er innenfor sjangerne Action Role-Playing Game (ARPG) og Twin Stick Shooter ved bruk av spillmotoren Unity Game Engine. Spillet inneholder tilfeldig utstyr som spilleren kan finne, og fiender spilleren må drepe på sin vei gjennom spillet. Denne opp- gaven vil ta for seg forklaringen av utviklingsprosessen og vise til endringer og valg som ble gjort underveis. i ARPG framework in Unity Summary of Graduate Project Title: Creating a framework for an ARPG-style game in the Unity game engine Date: 20.05.2019 Authors: Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Supervisor: Christopher Employer: Norwegian University of Science and Technology Contact Person: Erik Helmås, [email protected], 61135000 Keywords: Thesis, Latex, Template, IMT Pages: 63 Attachments: 4 Availability: Open Abstract: The game created for this thesis is focused around the Action Role-Playing Game(ARPG)/Twin Stick Shooter genre mak- ing use of the Unity Game Engine to create and deploy the game. -
Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages.