Cam and Ethan attended yet another day of great presentations at UNITE11, again gaining skills from intense demonstrations of Unity 3.5.
To start the day off Ethan attended the “Road Map and Wish List” where the founders discussed their plans for Unity. Unfortunately, the information disclosed was off the record and not recorded. The audience were told to not disclose these discussions, so for the first time since 9am yesterday the UNITE11 feed on twitter went silent, only to then come back to life with audience members tweeting “we could tell you, but then we would have to kill you” arousing suspicion and interest of Unity users world wide who could not attend the conference.
Unfortunately, Cam did not attend the “top secret” presentation as he ran into the team from Massive Black. He was meant to meet with the president of the company yesterday but the plan fell through. Although this sounds bad, he gained a mentor who has agreed to give back harsh feedback on anything Cam sends to him, to which Cam said “I don’t want people to sugar coat feedback, there is no point getting advice that will not better my work”.
The President of Massive Black also told Cam about another convention which would be worth his while. Although UNITE11 is important for Cam this workshop titled “Workshop SF” is a 4 day intensive workshop with top creative professionals from the worlds of Entertainment, Film, Games, Comics and Fine Art. The pros then gear up to instruct and inspire students and professionals alike. This will be a matter that Ashleigh Ethan and Cam will talk over as it is a invaluable experience that will better the Backwoods team.
After a short break Cam and Ethan split up to attend seminars that were more specific to their fields, with Ethan attending the Battle Bears -1 presentation which touched on tweaks, optimizations and cheats to effectively build and deploy for the mobile with Unity. Cam attended the showcase of the new particle tool “Shuriken” which showed off the impressive new upgrades to the current particle system giving the user more ways in which they can specialize their particles to fit the effect for which they are intended. Cam was not 100% happy with the upgrades to the system as they still did not allow the particles to have collision detection, meaning if he were to make a waterfall the particles would not pay attention to the rocks below and fall beneath the level. However, there are ways of getting around this such as the use of the new curve driven technology that has been implemented in the “Shuriken” system. He was also disappointed because the upgrades did not include adding custom meshes to the new particle system as of yet, meaning one could not use the particles for something like a flock of flying birds. Overall however, the “Shuriken” system is a huge step forward in particle systems in for Unity.
All of this was followed by a lengthy one and a half lunch break where Cam and Ethan met the newly founded team members of Techtonic games and Elivs Alistar, a test engineer for Unity. They then saw the one man game studio Toxic Blob present an inspirational demonstration on just how important Unity is for bridging one of the biggest gaps in the industry, that of the programmer and the artist.
When asked “who has any experience programming” one man timidly raised his hand and stated “I want to figure out how they think!”, causing the entire audience to laugh. The presentation itself was on Toxic Blob’s game and how easy Unity made programming from an artist’s standpoint. The game by Toxic Blob, titled Sin or Win, will be launched to the iPad later this year.
In the half hour break following the “Artists as Programmers” seminar, Ethan met with Lars and Kristien, two game designers from Denmark who were both proud and excited that their game Branch had been nominated for the UNITE11 Award Ceremony which would take place later in the afternoon. Cam decided to abuse the fact that Massive Black were there and continued to talk about 3D models and animation.
Ethan and Cam split up again with Ethan seeing the post-mortem for Smuggle/Snuggle Truck and how it was created on the whole and Cam seeing an Intro to Shaders in Unity 3.5 with the team from Owlchemy talking about their workflow, build process and platform specific changes. Cam saw once again another showcase of the new found power in Unity 3.5. The presentation was focused on how to give your game the right atmosphere you need and how you can achieve it with Unity’s new shaders and also shaders one can purchase on the Unity Asset Store.
Following the 3:30 block of presentations coming to a close there was a short break where everyone psyched up for the UNITE11 award ceremony. The awards ceremony was broken up into categories; Student, best gameplay, best art, best non game and the gran prix which is the best game overall. The awards were amazing silver trophies of a prefab logo and the “Grand Prix” trophy being solid gold. There were so many games that really went above and beyond what the Unity team had ever imagined.
All in all, UNITE11 Day 2 was a great day for Cam and Ethan and they are both really excited to see what tomorrow holds for them. They already have a 9:00 meeting with a guy who is looking for a game developer and an artist, and that’s just from being on twitter!
Keep watch for more updates.