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Cover of Creating a BOSS (Unity Basics!)
19 min
Thomas Brush19 min

Creating a BOSS (Unity Basics!)

The process of designing complex boss characters in Unity requires a multi-disciplinary approach that integrates illustration, animation, and programming.

  • Use animation events to trigger external functions like particle effects or screen shakes directly from the animation timeline, avoiding the need to hardcode every interaction.
  • Implement a modular design by separating visual behavior in the Unity Animator tree from the underlying movement and difficulty logic managed by programmers.
  • Utilize rigging tools like Spine to establish skeletal structures from Photoshop layers, ensuring a cohesive workflow between illustration and animation.
Thomas BrushOct 2019
Cover of Your game 100x prettier in 10 seconds (Unity Image Effects Tutorial)
13 min
Thomas Brush13 min

Your game 100x prettier in 10 seconds (Unity Image Effects Tutorial)

The implementation of post-processing effects serves as a highly effective method for enhancing the visual fidelity and professional aesthetic of video games developed within the Unity engine.

  • The Unity Post-Processing Stack allows developers to rapidly enhance visual fidelity and cinematic quality without requiring extensive manual asset adjustments.
  • Strategic use of post-processing is a critical factor in the success of game pitches, crowdfunding campaigns, and overall player reception.
  • Key technical effects include ambient occlusion for edge shadows, bloom for high-dynamic-range lighting, and color grading for precise atmospheric control.
Thomas BrushOct 2019
Cover of Gorgeous terrain is SUPER EASY (Unity Tutorial)
22 min
Thomas Brush22 min

Gorgeous terrain is SUPER EASY (Unity Tutorial)

The Unity terrain tool serves as a foundational asset for game developers seeking to build immersive, high-quality 3D environments efficiently.

  • Unity’s built-in terrain tools allow developers to construct complex landscapes like mountains and water features without building individual assets from scratch.
  • Maintaining scale accuracy requires using a reference object to calibrate the environment relative to the player character.
  • Performance is managed by utilizing the tree tool’s Level of Detail (LOD) groups, which dynamically adjust object complexity based on distance from the player.
Thomas BrushOct 2019
Cover of Animating a 2D Character in Unity (Rigging Basics Tutorial)
13 min
Thomas Brush13 min

Animating a 2D Character in Unity (Rigging Basics Tutorial)

The process of rigging a 2D character within the Unity game engine has become significantly more accessible due to integrated tools that eliminate the need for external plugins.

  • Unity’s 2D Animation and 2D PSD Importer packages allow developers to rig characters entirely within the engine, eliminating the need for external plugins.
  • Layered artwork in PSB format can be imported to automatically generate a functional prefab, streamlining the transition from design to animation.
  • The Skinning Editor enables the creation of bone hierarchies and character meshes directly within the development environment.
Thomas BrushOct 2019
Cover of Redesigning Link for 2D (Unity Character Design Tutorial)
26 min
Thomas Brush26 min

Redesigning Link for 2D (Unity Character Design Tutorial)

This tutorial outlines a systematic approach to translating complex 3D character designs into simplified 2D assets suitable for game development.

  • Effective 2D character design prioritizes graphic design principles, specifically using basic geometric shapes and silhouettes to ensure visual clarity and readability at small screen scales.
  • The 'caricature' design approach involves identifying and emphasizing a character's most iconic features while discarding unnecessary details that create visual noise.
  • Designers should construct characters using primitive shapes like circles and rectangles while working in a T-pose to simplify the future rigging and animation process.
Thomas BrushOct 2019
Cover of Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of Forza Horizon 3
64 min
Game Developers Conference64 min

Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of Forza Horizon 3

The development of Forza Horizon 3 marked a significant shift in open-world environmental rendering by replacing traditional procedural sky simulations with high-fidelity, HDR time-lapse photography captured on location in Australia.

  • Forza Horizon 3 replaced procedural sky simulations with 25 distinct HDR time-lapse sequences captured on location in Australia to achieve superior lighting realism and physical accuracy.
  • The development team engineered a custom three-camera rig to record 24-hour sequences, resulting in 1.2 terabytes of raw data per shoot.
  • To optimize performance, the team used motion vectors to interpolate between two-minute capture intervals, reducing the final data footprint from over a terabyte to under 2 gigabytes.
Game Developers ConferenceOct 2019
Cover of Math for Game Programmers: The Math of Deep Learning
26 min
Game Developers Conference26 min

Math for Game Programmers: The Math of Deep Learning

Deep learning functions as a specialized form of differentiable computing, where developers construct large, complex computational graphs to approximate functions that map inputs to outputs.

  • Deep learning functions as differentiable computing, utilizing massive computational graphs with billions of parameters to approximate complex functions that map inputs to outputs.
  • The primary utility of deep learning is its ability to process high-dimensional data, such as audio, video, and images, to identify complex decision surfaces that traditional rule-based systems cannot.
  • Training relies on gradient-based optimization and backpropagation, which use the chain rule to iteratively adjust weights despite the non-convex nature of the problem.
Game Developers ConferenceOct 2019
Cover of Replicating Chaos: Vehicle Replication in Watch Dogs 2
33 min
Game Developers Conference33 min

Replicating Chaos: Vehicle Replication in Watch Dogs 2

Achieving seamless vehicle replication in a peer-to-peer multiplayer environment requires a sophisticated balance between network latency management and physics fidelity.

  • Watch Dogs 2 utilized a peer-to-peer architecture for its four-player bounty mode, which necessitated distributed authority over entities and created significant challenges for synchronizing high-speed vehicle collisions.
  • Vehicle replication relies on projective velocity blending for dead reckoning, which interpolates between local velocity and predicted master snapshots to minimize the spatial gap caused by network latency.
  • To mitigate collision discrepancies in a peer-to-peer environment, the team implemented a hybrid approach that allows local physics to simulate impacts for a short duration before blending back into the dead-reckoned trajectory.
Game Developers ConferenceSep 2019
Cover of Math for Game Programmers: Harmonic Functions and Mean-Value
31 min
Game Developers Conference31 min

Math for Game Programmers: Harmonic Functions and Mean-Value

Harmonic functions and mean-value coordinates serve as essential mathematical frameworks for procedural geometry and mesh manipulation within modern game development.

  • Harmonic functions satisfying the Laplace equation enable smooth, natural transitions across triangle meshes by defining scalar values based on controlled boundary points.
  • Cotangent-weighted discrete Laplacians allow developers to model complex surface behaviors using sparse matrix systems, avoiding the high computational cost of topological calculations.
  • Integrating Lagrange multipliers into least-squares solvers allows for the enforcement of specific boundary constraints, facilitating intuitive interpolation across arbitrary mesh geometries.
Game Developers ConferenceSep 2019
Cover of Beyond Framerate: Taming Your Timeslice Through Asynchrony
31 min
Game Developers Conference31 min

Beyond Framerate: Taming Your Timeslice Through Asynchrony

Real-time game artificial intelligence frequently encounters computational bottlenecks when constrained by standard frame-based processing.

  • Transitioning AI processing from standard frame-based execution to amortized, multi-frame task distribution prevents computational bottlenecks and ensures consistent performance.
  • Implementing a custom scheduler within a thread pool is superior to traditional background threading, as it avoids common issues like thread contention, priority inversion, and unpredictable latency.
  • Tasks should voluntarily yield execution by using the CPU’s timestamp counter to monitor duration, ensuring they pause before exceeding a strictly defined time slice.
Game Developers ConferenceSep 2019
Cover of Geometry Caching Optimizations in Halo 5: Guardians
61 min
Game Developers Conference61 min

Geometry Caching Optimizations in Halo 5: Guardians

Achieving high-fidelity destruction and complex kinematic motion in Halo 5: Guardians requires a robust geometry caching pipeline capable of managing over a million GPU transforms at a consistent 60 frames per second.

  • The Halo 5 geometry caching system manages over one million GPU transforms at 60 FPS by categorizing assets into static, rigid, soft, and skinned types.
  • Prioritizing rigid geometry as 'clouds of transforms' allows 90% of assets to be processed with a baseline performance cost of under two microseconds.
  • Asset import times were reduced from 45 minutes to 30 seconds by moving away from temporal coherence algorithms to an Alembic-based pipeline that utilizes exported attribute data.
Game Developers ConferenceAug 2019
Cover of How To Animate In Unity 3D
29 min
Jonas Tyroller29 min

How To Animate In Unity 3D

This tutorial provides a comprehensive guide to the fundamentals of animation within the Unity 3D engine, focusing on practical applications such as moving platforms, interactive bridges, and patrolling enemies.

  • To prevent conflicts between animation data and physics components like Rigidbodies, animate a child object relative to an empty parent object rather than animating the parent directly.
  • The Animator window manages state transitions using logic-driven parameters such as triggers, integers, and floats to control when specific animations occur.
  • Animation curves should be adjusted to achieve precise linear movement for mechanical objects like platforms and elevators.
Jonas TyrollerAug 2019

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