All of us at Vermont Digital Arts are pleased to announce the iOS version of our game, Waggle Words, will be featured in the Unite Austin Showcase!
Unity’s Flagship developer conference, Unite Austin, will be held October 3rd – 5th in Austin, Texas this year!
Check out more of our video posts on YouTube: youtube.com/user/VermontDigitalArts/
Follow Vermont Digital Arts on Twitter: @VTDigitalArts
Follow Waggle Words on Twitter: @WaggleWords
Check out our Waggle Words Press Kit for more info!
Come by our Unity Showcase booth to meet the developers and play Waggle Words in both AR and standard modes!
One day into Unity’s flagship Conference, Unite 2016 (Los Angeles, CA), Vermont Digital Arts’ Elliott Mitchell was unexpectedly invited to speak on a panel, VR Technical Solutions and How They Influence Design. Of course, Elliott gratefully obliged!
Watch the video below to hear some entertaining VR war stories from a group of VR pioneers including: Graeme Borland (Owlchemy Labs), Anton Hand (RUST LTD), Julie Heyde (VR Unicorns) and Kayla Kinnunen (Independent).
Check out this video of Vermont Digital Art’s co-founder, Elliott Mitchell, as well as Adam Simonar (NVYVE Studios) & Evan Doody (Darkwind Media) talk about their favorite Unity Asset Store products. Elliott is using Circular Gravity Force, Koreographer, and Chromatica Studio in Waggle Words for VR and mobile. Check out the game footage!
Circular Gravity Force
Unite Boston was a blast! So many great talks, tech demos and game developers!
In case you missed it, Elliott Mitchell’s talk on art optimizations for Unity 5 is online for your viewing pleasure! Enjoy!
Feel free to contact Elliott on Twitter if you have any questions about his talk!
I’m Elliott Mitchell, co-founder of Vermont Digital Arts and the Boston Unity Group. I am honored to announce that I will be presenting at Unite for the fourth consecutive year! My session, Unity Maximus: Art Optimizations for Maximum Performance in Unity 5, was announced on a list of talks published on Unity’s blog yesterday. This talk will be geared towards helping artists and designers who are beginners with Unity 5 art optimizations.
Unity Maximus: Art Optimizations for Maximum Performance in Unity 5, is scheduled for Tuesday, September 22nd, 5:00-5:30, Ballroom A.
Many platforms, like VR and mobile, place high demands on developers to meet acceptable frame rates or else risk failure. Often, the art assets in a Unity project look fantastic but no matter how optimized the code base is, the build just doesn’t meet the desired frame rate. Unoptimized art assets, including some art which may be purchased on the Asset Store, can seriously hinder performance on demanding platforms. In this session, we will highlight some red flags to look out for in a variety of art asset types and identify key optimizations that can be implemented into your art pipeline to significantly increase performance on demanding platforms. Art asset types covered will include:
- 3D Models, Animations and Rigs
- 2D Textures and Sprites
- Materials and Shaders
I’ll likely cover a few more topics like lightmapping & post process effects.
I hope to see you at Unite 2015 Boston!
EDIT 9/18: Changed the time and location to Tuesday, September 22nd, 5:00-5:30, Ballroom A.