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Giancarlo Todone
Rapid prototyping
with C# and Unity3D
(...and maybe some other great tools, too... notably TilEd)
1. Rapid prototyping: why?
Faster prototype != faster delivery...
Isn't “quick” == “raw” ??
Can prototype be reused?
Doesn't it require time to learn how to prototype?
…......
Waterfall method Agile methods
Also: videogame is a complex medium...
“ Developing single contributes without a chance to test them
together until the end would be like running looking at your own shoes ”
“ canned engines ”
all-in-one
graphic engine
math library
UIs / editors
...
· No need to code every little thing
from scratch
· Guided development method
· Active communities /
documentation available
· Continuous improvements over time
· Non-developers can play, too :)
Lack of flexibility ·
Guided development method ·
Possibility of bad performances ·
”coder laziness” ·
Costs (not just $$) ·
Chances of “bad surprises” ·
...and tons more (just google/wikipedia for “game engine”)
(all logos are property of respective owners)
A prototype is not a polished game
...and regardless: “whatever floats your boat...”
*
* = not to be confused with “Angry Birds (© by Rovio)”
demo
· Precise 3D placement of objects
· Realtime editing of entities properties
· Hierarchy handling
· 2D tile-quantized placement
· Must reload level to see changes
· Simple organization in layers
Just an example:
Photo by Mark Feenstra
Usually tiles are something like this:
...so you can do this:
...or something like this:
...so you can do this:
Seamless connection of constructive elements
3D tiles seem to be a natural extension
We can use simple 2D editing functionality and still get our 3D environment
3D pieces are not necessarily bounded to square tile limits:
some tricks allow this to be reflected in 2D models
*
* = not to be confused with “Angry Birds (© by Rovio)”
demo
Automap or similar functionalities allow for complex scheme generation from simple input
*
* = not to be confused with “Doom (© by id software)”
demo
Demonstrated material is available at www.stareat.it/codemotion2013
All contents (texts, images, etc) are
by Giancarlo Todone unless otherwise specified, and available with
same license attributed to this presentation.
Thanks to Mark Feenstra to be so kind to allow his picture usage
Thanks to LEAP motion which allowed the demonstration
of their device (if i managed to save enough time to show it)

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Prototipazione rapida con C# e Unity3D by Giancarlo Todone

  • 1. Giancarlo Todone Rapid prototyping with C# and Unity3D (...and maybe some other great tools, too... notably TilEd)
  • 2. 1. Rapid prototyping: why? Faster prototype != faster delivery... Isn't “quick” == “raw” ?? Can prototype be reused? Doesn't it require time to learn how to prototype? …......
  • 4. Also: videogame is a complex medium... “ Developing single contributes without a chance to test them together until the end would be like running looking at your own shoes ”
  • 5. “ canned engines ” all-in-one graphic engine math library UIs / editors ... · No need to code every little thing from scratch · Guided development method · Active communities / documentation available · Continuous improvements over time · Non-developers can play, too :) Lack of flexibility · Guided development method · Possibility of bad performances · ”coder laziness” · Costs (not just $$) · Chances of “bad surprises” ·
  • 6. ...and tons more (just google/wikipedia for “game engine”) (all logos are property of respective owners)
  • 7. A prototype is not a polished game ...and regardless: “whatever floats your boat...”
  • 8. * * = not to be confused with “Angry Birds (© by Rovio)” demo
  • 9. · Precise 3D placement of objects · Realtime editing of entities properties · Hierarchy handling · 2D tile-quantized placement · Must reload level to see changes · Simple organization in layers Just an example:
  • 10.
  • 11.
  • 12. Photo by Mark Feenstra
  • 13. Usually tiles are something like this: ...so you can do this:
  • 14. ...or something like this: ...so you can do this: Seamless connection of constructive elements
  • 15. 3D tiles seem to be a natural extension
  • 16. We can use simple 2D editing functionality and still get our 3D environment
  • 17. 3D pieces are not necessarily bounded to square tile limits: some tricks allow this to be reflected in 2D models
  • 18. * * = not to be confused with “Angry Birds (© by Rovio)” demo
  • 19. Automap or similar functionalities allow for complex scheme generation from simple input
  • 20. * * = not to be confused with “Doom (© by id software)” demo
  • 21. Demonstrated material is available at www.stareat.it/codemotion2013 All contents (texts, images, etc) are by Giancarlo Todone unless otherwise specified, and available with same license attributed to this presentation. Thanks to Mark Feenstra to be so kind to allow his picture usage Thanks to LEAP motion which allowed the demonstration of their device (if i managed to save enough time to show it)