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  Unity's Future In High-Definition
by Christian Nutt [Business/Marketing, Programming, Interview, Indie]
12 comments Share on Twitter Share on Facebook RSS
 
 
February 29, 2012 Article Start Previous Page 4 of 4
 

Why open an office in Stockholm rather than go join the team in Copenhagen? Is it a strategic thing, or just because it's where you are?

RZ: There are different reasons for that. If you look at Unity, that's how it happens. We have quite a lot of offices around the place. Opening just our office is a bit of a headache for our financial guy, but it's kind of natural for us.



RZ: There's [also] a strategic reason for that. [laughs]

EK: There are many successful studios here, naturally, so it's a good surrounding to be in, I think. There's a lot of things happening here.

RZ: It helps to get focus, as well. If everyone sits in one place, I think you can get... Because one office is working on mobile, and the headquarters is more core, and here we can concentrate on certain things as well. Maybe sometimes it's even easier to concentrate on certain things when you have are smaller group while being in the same company, but you have this advantage of being a small group. And traveling, it's like a one hour flight.

EK: I think having these separate offices -- I found it a bit different when I began working here, but it's actually beneficial in many, many ways. I think once you reach the other studios, you're much more respectful with other people's time than patting people on the back. You set up your communication, and you prepare it a bit more than you would do naturally. I think it's, in some ways, much more effective to have this spread out among the studios.

RZ: In certain cases, it can be more helpful to structure your time. Of course, one big thing is it's easier to hire people this way because -- it's a bit probably different in Europe than in the States, probably, that people actually don't want to travel.

They don't want to move.

RZ: Yeah, because they have family here, they have a different language here, and it's a bit of problem to move to Denmark maybe, just because there's a different language, for instance. People do understand each other, but...

But we have people from Germany, from Holland, and many places, so we don't really want to move them all the time, if we can keep them where they mostly have family, and are enjoying, because they're being more productive as well, instead of shuffling people from one place to another place.

And it helps to be able to build better ties with the local game development community. Another day you visited Might & Delight, and some small companies here in Stockholm using Unity. So we can go and talk to them and sometimes even help them even.

EK: Schools, it's the same thing. Game development universities in this area are growing. There's a lot of respectable game developers in the Stockholm area, and from that, it's become a very likely career choice for people in the Stockholm region, and a lot of talent is growing here.

Personally, I think it's a surprising amount of developers comparing with other Scandinavian countries, just in Stockholm. It's sort of a hub that has been created here, for game development in this region. Not only finding talent for Unity, it's perfect being around here.


Massive Black's Mothhead

Unity is doing something that I don't think many companies are doing: building an engine that's like this, and building an engine this way, both. Neither one of these is really being attempted, I don't think.

EK: There's many core differences in Unity, I think, from the culture of the company to the actual talent that's working there, that just differs from any other company that I've been working at, at least. I think that philosophy that Unity has is something you can actually feel.

The Unity philosophy is the democratization of game development. That's the succinct way of putting it, right?

EK: It's very exciting being part of it, I must say -- how Unity is progressing the mantra of democratizing of game development. I think not only can we provide good tools for developers, but I feel that I can be part of evolving game design, which has almost staggered the last couple of years. You can almost see it on the console market, these repetitive games sort of that are being developed in genres. I think looking at the games that has been done using Unity, it sort of differs. It's fresh. It's more playful.

You see all these people getting their hands dirty and you see all the weird shit they're doing, and you realize there's more out there than the tunnel vision you might have, if you're in a major publisher or a major studio and you're just trying to ship.

RZ: There's much more tunneling in the bigger industry, especially from a technical point of view. For three years, you know the direction of that tunnel and you dig in it for three years, maybe turning a little along the way. You get feedback once in three or five years, so that changes quite a lot of the process. Much less playfulness when you are digging that tunnel for three years, or five years. You can't really step aside. You can't really experiment that much. There's always a very important feature.

EK: The goals are very clear from start, when you're working on those bigger projects. With us, I think even for these bigger developers, Unity has played some part there. Some of them, I heard, are using Unity as a prototyping tool for working with the games.

RZ: That is something we hear as well, that even though the studios aren't using Unity for the main production, because they have their own tools already and they're invested in that. They grab Unity just for prototyping. [laughs]

EK: I think that's very flattering.

I guess you guys are hoping at some point they'll stop just prototyping in Unity, and move into production in Unity.

RZ: To achieve that? Yes. That's why we want to have this "triple-A" whatever -- I call it "internal" focus. So we can actually find out, if people prototype, the reason why they would not continue working. And either implement the missing features they need, or fix whatever is broken.

But we don't really want to do just that. We want to be more creative on the way. Not only just taking an EA triple-A studio team and working for them -- no. We want something a bit more different. Taking varied input and putting that into the initiative.

EK: I think it's fantastic also to see these teams, how they've exploited the tools to such a degree that it surprises us, almost, the way that they're using Unity. You'll see when you visit Might & Delight as well, the way they're constructing the game [Pid] and how they're using Unity to do it.

This is exactly how I see that people are using Unity. It's so flexible, and they've taken quite a leap to use Unity in a different way, to make their game come true. But it also shows how flexible it is, and how you, if you really tame it, you can use it any way you like it. There's no real root or any specific flow that you need to use in Unity. You can pick your own path.

 
Article Start Previous Page 4 of 4
 
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Comments

Tadhg Kelly
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Interesting, but it makes me wonder whether there will be a lack of knowing who their target customer really is. The engine that tries to do everything seems to eventually end up compromising a lot, so you get into situations like Renderware, Flash and Unreal have with developers of all stripes grumbling about how it doesn't do *whatever* exactly as well as it could or they would like.

Megan Fox
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Considering that Unreal is the market leader in the console space, I'm not sure that ending up with a similar problem would be at all a bad thing for Unity ;) Similarly, having that level of feature set certainly wouldn't be a bad thing for me as a developer.

It seems like you're talking around a specific concern. Are you worried they're going to abandon small developers / shift their focus to larger developers?

Tommaso Lintrami
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I must agree with Tadhg concerns about the will to support every kind of platforms.
In last engine updates we have seen a lot of Flash export fixes, but still wouldn't support terrains, so I wonder why put so much effort to support a plug-in than soon or later will be abandoned in favor of of html5.
All this Flash export throug FLEX thing just delayed other platform important fixes, and perhaps they introduced new problem in already settled platform supports.
I love Unity I have been using it since 3 years now, and I would really express my own concerns about this great middleware.
I'm going to teach Unity and C# in an important game dev school/course and I will be ashamed if in few time Unity takes a wrong road.
I understand that publishing to flash gives to indie devs more power and more possibilites, but support NAcl on google chrome was a big step already, why do not fix ALL other platform exports issues and lose development time on such a platform(flash) ?
Also, if someone want to export to Stage3D can use the Adobe suite, why should they care about flash export at all ?
I would be happy to have it as a new supported platform, but I won't delay any other platform to try to support that one.

Yifu Qiao
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Tommaso I think we have somewhat similar concerns.
I have also been using Unity for 3 years and I love it.
I have always shown more respects to Unity than UDK.
However, from my past 2 years working experience, I felt like no matter how hard I try, it just seems almost impossible to make the game as beautiful as that in Unreal.
Now, in terms of job security, I felt if I have spent more time in Unreal3/UDK, I may end up being in some bigger projects/ higher quality games that I have always wanted to do.
Like it mentioned in the beginning of the article, Unity get attention from indie developers and mobile developers, but from my 2 years web game/ mobile game developing experience. I always feel people in this industry aren't serious about making a good game, at least, I haven't worked with any.
Don't get me wrong, I really loved Unity. However, my career goal is not just making mobile games and be happy. I want to make some bigger games that people can enjoy on PC and consoles and that has been my dream. I haven't seen any successful Unity games on the platform I mentioned, and I think it means something, maybe Unity just lacks some "Triple-Aness", whatever it is.
With above being said, I am learning Unreal3/UDK myself currently. I still hate it, but at least UDK/Unreal 3 is proven technology for PC games and console games and I think it is worth the pain.

Christopher Myburgh
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What console titles are there that were actually developed using Unity? I have never seen the Unity logo on anything I've played on X360 or PS3, retail or digital download.

Jeremy Alessi
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Rochard is on PS3. Also you woukdn't see the Unity logo on anything developed with the pro license.

Christopher Myburgh
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Hmm... interesting. Why is that though? Are Unity Pro licensees... ashamed? :|

Mike Motschy
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it allows you to put your own splash screen, or use the unity pro (but why waste precious loading time?). You pay for it, so you can do what you want I guess!

Jeff Murray
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Why slap other company's branding on things when you don't have to, Christopher? If you wear clothes with logos and company names all over, does that (in your mind) show everyone how 'cool' you are?

Jordan Blake
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I can understand why some developers would choose to. It's not "Urgh, I have to slap this company's ugly brand across my shiny new product", but rather "I appreciate the quality software and support that this company has provided, and I'll try and show that appreciation by giving them a little credit in-game." It certainly has nothing to do with being "cool", but rather being appreciative and thankful.

Trent Tait
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@Jordan You're free to retain their splash logo, but for me as both a developer and a gamer, it serves as a frustration waiting to get into the game. I don't mind telling people I use Unity, but I don't want to delay my players getting into the game any longer than absolutely necessary.

Greg Quinn
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Sometimes I think it's because developers just want to show that they have the pro license lol.

I don't use the Unity splash screen in my games, but I do give Unity credit in my game credits.


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