Month: October 2018

Tutorial

ShaderGraph Intro (Part 1)


Earlier this year, Unity 2018 introduced one of its cool new features, the ShaderGraph. With it, we now have a new visual editor for creating shaders.  Gone are the days of muddling through esoteric lines of Cg, HLSL and ShaderLab. You can now drag and drop to create your very own shaders! ShaderGraph currently only

Read More

News

Unite Los Angeles 2018


Hey everyone, Unite 2018 is underway in Los Angeles!  In case you missed it last night, Unity announced some upcoming features, some available in the current 2018.3 beta and some coming in 2019. Highlights from the Keynote: Cinecast – Unity demoed a cool extension of their work on Cinemachine, allowing you to direct in-game cutting

Read More

How To's

Occlusion Culling


In Unity, we can help optimize our 3d scene using occlusion culling, an industry standard technique for removing unseen objects.  Because of their relationship to the virtual camera and surrounding geometry, objects can be obscured or occluded.  Removing these hidden surfaces effectively improves graphics performance. The basics steps for setting up occlusion culling in Unity are:

Read More

How To's

Color palettes


Many of you in the Unity Technical Artist: Lighting in Game Development course have inquired about color theory and learning more about how colors work together. Cinema Don’t forget that we have over a hundred years of cinema to draw from, and if you’re in need of some inspiration, probably you should start with color

Read More

News

Welcome to 1.0!


Hey everyone!  Welcome to the new site! As many of you know, my efforts at Web development have been lagging.  Finally here is a slightly more complete version of GameAcademy.school. Full-length courses will continue on Udemy with this site offering additional resources. This should evolve as we continue into the future as a community. Thank you

Read More