[Publishing Your Unity Game on Steam: A Step-By-Step Guide] Welcome to the world of publishing Unity games on Steam! In this chapter, we will explore the process of getting your . . . https://lnkd.in/dV3UFuTY
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Why one of the Biggest Game Engine Dev Shot themselves in the Foot In layman's terms, A game engine has all the raw materials you can use to make a game. The Largest game engines in the market are Unreal and Unity. Every major high-end game is made with these tools. And they have their pricing models. Article: https://goo.su/Vz6DU4 #BloggersInsights #gameengine #themselves #foot #rawmaterials #game #market #unreal #unity #tools #pricing #models #Decision #Proposed #Solution #developed #technology
Why one of the Biggest Game Engine Dev Shot themselves in the Foot | BloggersInsights
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Want to optimize your game in Unity but don't know where to start? Well, Check out this blog post about optimizing games in Unity. I hope this helps someone. #unitydevelopment #optimization https://lnkd.in/d3Z8PaUt
Optimizing Games in the Unity Engine: A Comprehensive Guide | ZherBlast
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What should be clear to developers, publishers, platforms, and investors from this whole Unity debacle is... we need more engine choice, options, and competition. Engines need not be free. A free engine as Unity has shown ends up being thinly disguised free to play with developer microtransactions. We don't need engines emulating Uber and WeWork. Yes we are looking at you, Unity. The developer should not be the product. Developers, publishers, platforms, schools, and amateurs all need more engine diversity. All the folks who thought they could just know Unity, just learned a lesson. I've used more than a dozen custom engines in addition to every version of idtech, every version of Unreal, and a smattering of Unity revisions. Learn Engines. Explore Engines. Build Engines. Now misconceptions. There is engine diversity (in publishers and large studios), just not with indies. We have too many indie devs, who don't know how to build an engine and live in Unity. Unity will now boil you like a frog. Learn new engines. Every major publisher has 1-5 internal engines and 1-2 backends. For example Ubisoft has the following engines: Anvil, Snowdrop, Dunia, Disrupt, and UbiArt. Five engines. Back in the '90s everyone built engines. We may need to go back to that. It's okay. Buckle up. Build. Back in 2000, I had a chat with a colleague while at Retro Studios working on a Gamecube launch project. At Retro we had 4 engines, one engine per project for four different genres of projects: Action RPG, Football, Car Combat, & Shooter. We talked about how Retro probably should have gone down to 1 engine (core tech) with better coordination between 4 different team needs. Back then, Unreal, idTech, & LithTech all had engine licensing deals with sizable upfront costs ($250k-$500k). It was clear that we needed more engine choice and engine accessibility for independent developers. In the last 20+ years we got the accessibility without the choice. That accessibility came due to market consolidation and engine constraints, not due to smart technical decision-making or choice. In the long run it is good to have Unreal and Unity, but also others. We used to have idtech (id Software - Quake, Rage, Doom) and Lithtech (Monolith - FEAR & NOLF). Now idtech is within Zenimax/Bethesda. Lithtech is within Warner Bros/WBIE. We still have multiple open source engines like Torque3D, Godot, Stride, OGRE, Solar2D, Cocos2D. There's also: CryEngine, GameMaker, Amazon Lumberyard, Serious Engine. But just like we have PC, PlayStation, Xbox, and Switch, We need Unreal, Unity, and 1-2 others. Robust alternatives make for a healthier market. ---- GamesIndustryBiz: "TIGA: Unity should rethink Runtime Fees and CMA should encourage more game engines. Trade body CEO says "It cannot be healthy for over 60 percent of developers to be using one games engine" https://lnkd.in/g9KGAzwE #gameindustry #gamedev #gameengine #buildengines #gameplatform #realtime3d #unity #fustercluck
TIGA: Unity should rethink Runtime Fees and CMA should encourage more game engines
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Senior Product Designer ✷ Mobile Apps ✷ Global Talent holder, UK 🇬🇧 ✷ Gamer 🎮 ✷ Harry Potter Universe lover
Video games have been engaging players for about a million years, with attention, immersion, and motivation. It's fascinating to notice rhythms in certain genres, where active and intense phases alternate with relatively calm ones. Or to observe how a game draws you into exploring an open world to find the last missing component for your craft. Even more interesting is translating gaming mechanics into products. You can draw inspiration from specific interface solutions, or even take entire chunks of gameplay. For instance, character progression. A game's skill tree is suitable for boosting a loyalty system. Crafting can be likened to leveling up your knowledge in a field. Let's draw a parallel. In Subnautica, a game with a fully open world, materials of various complexity and rarity are scattered throughout the starting location for crafting. Initially, you collect everything frantically, all the basics, and as much titanium and copper as you can find. But gradually, as you level up and venture further and deeper, you notice that you no longer pay attention to copper; there's just too much of it, and it's no longer essential for your crafting. However, lithium becomes crucial! So, you swim for lithium, grabbing every piece. And over time, it becomes unnecessary too. It's a paradox. This leveling effect is both thrilling and satisfying. You realize that what once seemed complex and incomprehensible no longer is. At first, the entire world and all possibilities are open to you. However, the game constructs the world in such a way that it's better to gradually level up while utilizing these possibilities. You can immediately dive into the wild depths to face a monster and maybe even survive. But you'll miss out on a lot of content and likely won't enjoy leveling up. In products, you can also guide users through open learning, without linear scripting. Just give them a sense of how to move forward, and they'll choose their own "game" style. I play quite a lot, especially because of these interesting mechanics. I notice, document, and incorporate them into my work, and I see how these mechanics can be handy in real-life projects. By the way, if you don't have the right game at hand but want to check out interfaces, there's a great website called interfaceingame.com. They've been collecting games for years and keep updating. As a thank-you, you can buy the project's creators a coffee. 😉 #gamedev #productdesigner #productdesign #gamers #uxui #design #designer #uxuidesign #uidesign #ux #ui #product #productdevelopment
Interface In Game | Collection of video games UI | Screenshots and videos
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🎮 Interested in game development? We’re sharing our ultimate guide to top free game engines, helping budding developers explore the world of game creation without having to reinvent the wheel each time. Check out the frameworks and tools that set the stage for creative ventures in game development here: https://lnkd.in/eAzdBgJp #GameDevelopment #GameDesign #TechBlog #GameDevTools
Top Free Game Engines We Recommend for Budding Developers
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[I] Doesn't Exist from LUAL Games and DreadXP is coming SOON to Steam. 👀 Want to know more about this modern text adventure before its release? Check out this fantastic review from Screen Rant! 🙌 "[I] Doesn't Exist is a phenomenal display of how modern technology and nuanced writing can make video games incredibly immersive and emotionally potent, regardless of their size or budget." https://lnkd.in/d2e7SXm5
"A Fun, Creative, And Cathartic Experience": [I] Doesn't Exist Review
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Human I Poet I Short story writer I Self-published author I Artist I Amateur Prompt Engineer, Associate Consultant at Tata Consultancy Services, @TCS Interactive | Patent Drafting I Content Management
Here's some alternatives to the Unity game engine https://lnkd.in/daknpgME
Here's some alternatives to the Unity game engine
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🎮 Unity Engine Announces Pricing Model Changes! 📣 Read more: https://bit.ly/46b4ae6 Unity just dropped a game-changing update to their pricing model, and it's got the gaming world buzzing! 🎉 Starting today, game developers can benefit from more flexibility and options with Unity's pricing updates. Whether you're a solo indie developer or part of a larger studio, Unity has you covered. 💪 #UnityEngine #GameDevelopment #IndieGameDev #GamingCommunity #UnityPricing #GameDev #TechNews 🎈🕹️👾
Unity Engine Announces Pricing Model Changes
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Indie game development can be challenging, but with the right approach, it can be a rewarding experience. One of the key takeaways is to start small and keep iterating. It's easy to get lost in our imaginations and come up with incredible ideas, but it's important to focus on the core idea and build, test, and iterate from there. Great insights on indie game development on this article of Thomas Palef! #gamedevelopment #indiedev
How To Create and Promote Your Own Games
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Updated (Unity): - Unity Personal: No Runtime Fee, splash screen optional. The Unity Personal plan will remain free and there will be no Runtime Fees for games built with the plan. We will be increasing the revenue limit from $100,000 USD to $200,000 USD and we will remove the requirement to use the Made with Unity splash screen (starting with the LTS version releasing in 2024, currently referred to as the 2023 LTS, or later). Runtime Fee is forward-looking. For Unity Pro & Enterprise, the Runtime Fee does not apply to any games created with any currently supported Unity versions. It only applies to games created with or upgraded to the LTS version releasing in 2024 (currently referred to as the 2023 LTS) or later. - Editor Terms. We will make sure that you can stay on the terms applicable for the version of Unity you are using - as long as you keep using that version. - Runtime Fee, self-reported. On a monthly basis, you have a choice of the lesser of 2.5% revenue share or the calculated amount based on unique initial engagements. Both are self-reported from data you already have available. You will always be billed the lesser amount.
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