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!
Unite 2015, the annual Unity game developer conference, is scheduled to be held in Boston, MA, September 21st – 23rd! Isn’t that exciting?!?
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!
Best,
-Elliott
EDIT 9/18: Changed the time and location to Tuesday, September 22nd, 5:00-5:30, Ballroom A.
Elliott Mitchell speaking about Shader Forge at Unite 2014
As is too often the case, non-technical people think that they can’t create games in the Unity game development engine because they lack coding expertise. Elliott Mitchell, co-founder of Vermont Digital Arts and the Boston Unity User Group, debunked this myth in his Unite 2014 talk: Empowering Artists, Designers and Non-Technical Types to Make Games in Unity.
Elliott Mitchell speaking about playMaker at Unite 2014
Specific coding concepts and aspects of the Core Unity editor that are necessary to know before making a game in Unity
Tools, scripts and other helpful assets on Unity’s Asset Store which help ease the pain of not knowing how to code well
Community resources for people developing in Unity
Watch the video of Elliott Mitchell’s Unite 2014 talk: Empowering Artists, Designers and Non-Technical Types to Make Games in Unity, here, if the embedded video above does not work.
Vermont Digital Arts will be represented at PAX East 2014. As you may or may not be aware of, VTDA is a member of the Indie Game Collective in Cambridge, MA. To learn what VTDA and the rest of the collective are speaking about, games they are showing off and booth information, check out this handy IGC PAX East Schedule.
Do you make 3D art, animation and or use Unity to make multiplatform Games? Anyone can download or make 3D art assets and anyone can make games in Unity. It is another story when it comes to creating an art pipeline that accounts for efficiency, flexibility, multiple resolutions for multiplatform optimizations. Art optimization begin in the tools one chooses to uses for content creation. Optimization is also dependent on the way tools are utilized and how they export assets for Unity. Finally, art optimization happen within the Unity editor, which varies for individual targeted platforms, with best art practices and smart coding.
Elliott Mitchell, co-founder of Vermont Digital Arts and the Boston Unity User Group, gave a Unite 2013 (Unity Developer’s Conference) talk on this topic last August in Vancouver, BC. Check out the video of his talk and check back here to see a series of blog posts on topics covered as well as the plethora of areas he didn’t have to touch upon in his talk at Unite.
Special thanks goes to Anzovin Studio for providing The Setup Machine for Games to Elliott and Vermont Digital Arts. In addition, Anzovin provided their expertise by rigging the Elliott’s 3D Samsquanch character as well as animating an Idle and Walk cycle for this demo!
Remember, there is no optimized game without good coding even if your art is exceptional. Make friends with talented engineers or learn to code yourself! It takes both sides of the brain to make great games!