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postcards from game development
Tutorial

FPS Sample Quick Start Guide


For those of you who haven’t downloaded and installed the FPS Sample yet, this is a great reference project and shows how far a small team (six main devs plus additional contractors) can push the game engine. Unity demo’ed this first-person multiplayer shooter at Unite 2018 in Los Angeles last year. The project repository is

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Tutorial

Git Version Control with Unity


Hey everyone, Happy New Year and welcome to 2019!   In this episode, let’s talk about version control. More specifically let’s talk about how to use Git with Unity. Git is a free and open source system that allows you to track revisions on your development project.  Whether you are building a game, a Web

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Case Studies

VR Puzzle Prototype


by Wilmer Lin, VR/Game Developer Introduction This Puzzle Prototype project is a simple interactive environment suitable for a smartphone VR application (3-DoF).  The build took 2-3 days over the course of a “gamejam” weekend. The user enters a room-sized sci-fi level and encounters a memory game.  Pressing certain buttons in the correct sequence unlocks the

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Tutorial

ShaderGraph Intro (Part 3)


In this next episode, let’s reorganize our Shader Graph using SubGraph.  Think of this as refactoring part of the graph, almost like making a prefab from a cluster of nodes. In this example, we make a SubGraph to allow the user to input basic texture maps for the Albedo, Normal, Metallic and Occlusion properties. Once

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Tutorial

ShaderGraph Intro (Part 2)


In Part 1 of this series, we set up our project and created our first ShaderGraph. Though our first shader was rudimentary at best, now that we have the basics of the Shader Editor down pat, let’s start adding some nodes to make our ShaderGraph more interesting. We can use the Fresnel effect node to

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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

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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

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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:

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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

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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

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