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A good workflow to smoothly import 2D content into Unity, Part I: authoring and exporting. Unity has been used to develop numerous high quality 2D games over the years. This article, which is based on a talk I gave at three of our regional Unite developer conferences in Korea, Japan and China, gives in-depth instruction for a solid, real-life 2D production workflow. I hope this post can be helpful for any of our readers that are creating 2D games and interactive content with Unity. Due to the length of the tutorial, I’ve split it into two blog posts. Today you can read about authoring and exporting and tomorrow I’ll post the section on importing. You can find a link to download all the files at the end of the post.

The benefits of a good 2D content workflow This tutorial takes you through the implementation of a real production workflow. For some it may seem odd that we need both an exporter and an importer since tools like Unity are able to import data directly. Authoring We also need an example of 2D content that is useful and represents a realistic use. Exporting <? Game Design Aspect of the Month. Top Indie Game Development Blogs | Gambrinous Blog. Are you interested in game development? Are you just starting to make games (like us) and want to find out as much as you can about how to design, build and promote your game? Well then it's time to put on your reading pants and get stuck in! Presenting my list of the very best game development blogs around: The Best of the Best Make It Big In Games Top notch articles from Jeff Tunnell about the business of making & selling games. As an Indie game developer that is going to spend your own money to make a game, it is extremely important to decide which market you want to tackle, and that really comes down to what game you want to make.

Lost Garden Superb writing on art & design in games, with the fantastic bonus of giving away actual art resources you can use in your own games! Out of all this discussion about graphics, never lose sight of the big picture. The Bottom Feeder Jeff Vogel has been making old-school single player RPGs since 1994 but only started blogging this year.

The Forge. Warhorse studios: BLOG. Filed in Developers' diary by Dan @ 6:43 pm UTC Apr 1, 2014 It's over a month since our campaign ended and we’ve been keeping a bit quiet. Everyone is probably curious what we’re up to now. So here I am to tell you what our plans are for the upcoming months. Time to store all those Kickstarter money (GDC Humble Bundle Party was taking place in the San Francisco Old Mint). I’ll start with what we did last month. Following a two-month sprint it was time to start dealing with all the stuff that got sidelined, particularly such personal issues as family and taxes. Obviously it was also necessary to reply to the tons of e-mails that had piled up in the inbox and respond to all the interviews we had no time to respond to during the campaign. 17 Comments Filed in Developers' diary by Dan @ 5:19 pm UTC Nov 21, 2013 Our pitching tour over, we went back to work.

One of the biggest blows was being turned down by a very promising, international publishing company. 54 Comments 24 Comments 7 Comments. Valve: How I Got Here, What It’s Like, and What I’m Doing. It all started with Snow Crash. If I hadn’t read it and fallen in love with the idea of the Metaverse, if it hadn’t made me realize how close networked 3D was to being a reality, if I hadn’t thought I can do that, and more importantly I want to do that, I’d never have embarked on the path that eventually wound up at Valve. By 1994, I had been working at Microsoft for a couple of years. One evening that year, while my daughter was looking at books in the Little Professor bookstore on the Sammamish Plateau, I happened to notice Snow Crash on a shelf. I picked it up and started reading, decided to buy it, and wound up devouring it overnight. About the same time that it became clear I wasn’t going to be allowed to start that project, John Carmack, fresh from writing Doom at Id Software, came to Seattle to visit his mother, and we went to dinner at Thai Chef.

Working with John was like the sequence in “The Matrix” where Neo has one martial art after another pumped into his brain. Maybe you. Warhorse studios. Filed in Developers' diary by Dan @ 12:04 pm UTC Jan 20, 2012 A lot of people send me emails that go something like this: “Dear Mr. Vávra, I have a great idea for a brilliant game that no one has created yet. Could you please give me some advice as to how I could get it made?” I’m never really sure how to answer them as I was asking myself the same question for years. And these were not the years before I started making games; this was when I was actually making them. The author giving a lecture about game development; a topic he is sometimes not so sure about himself. Two years ago, I decided I have “found” the answer.

As I’m not only naive, but dumb as well, I’m going to blog about our progress along the route from nothing towards triple A game for next next-gen systems. To make a great game you need three things: a great idea, an experienced team and lots of money. It did. About that time I met Martin Klíma, who had just returned from the UK where he was a producer at Codemasters. Inside Crytek Interview: Sascha Herfort. We’re back for another round of Inside Crytek: our very own interview series which features different members of the Crytek team. First you can get up close and personal with them, and afterwards you get to ask the questions! To submit your own questions to today’s interviewee, simply post them under the link to the article on our Facebook page, GFACE, or MyCrysis.

We will then forward the best and most original questions, and next week the answers will be posted online. Today’s interview features Sascha Herfort. Sascha is from Germany and has been at Crytek since 2008. He has previously studied at Games Academy and currently works as a Technical Artist on Ryse, with a main focus on cinematics and cutscenes. Why did you want to work in the games industry and how did you get started? I started ‘disassembling’ games when I was about 12-years-old, and when Worldcraft came around there was no going back. Why Crytek? What are the best and worst parts of your job?