Since I’m actively looking for freelance work in 2013, it was time to update the Lloyd Digital website. Not much there right now, might take a while. If you’re after a freelance Unity3D programmer in the Brighton or London areas, let me know.
Archive for the 'unity3d' Category
Here’s a few screengrabs of some of the demos I’ll be showing at my augmented reality workshop at dotBrighton. Characters are animated, so it looks much better in action on the devices.
There will be more, and I’ll show how I put them together. The basic stuff is easy.
Look, it’s me, talking about The Thrill Electric. An enhanced comic for web and iOS, built in Unity.
Bonus points for spotting all the spelling mistakes (tut, tut, Develop)!
What does a door do? It opens and closes. How about if it was a possessed door? A haunted one? Maybe it could scare people? Maybe it could suddenly open and hit people. Perhaps the door could be controlled by a misanthropic artificial intelligence.. Ok, a murderous door! Hmm, a MURderous DOOR.. and so Murdoor was born!
In addition to this, I was hungover from the friday night (thanks @empika - genius idea to meet at the pub), and had started the gamejam on Saturday afternoon, so had little time to throw something together. Obviously I’d use Unity for this, as I’m a huge fanboy. Also it’s incredibly fast to prototype when you get your head round how it works. There’s also a ton of quality free assets on the Asset Store, and as I’m not a 3D artist, I’d have to either grab things from there, or use coder art! Since I’d recently been playing about with coder art after being inspired by @infinitecontinu’s Street Fighter II abstract work, I thought I’d make something quite abstract.
So with the basic concept in place, and the art style sorted, I thought I’d make my life difficult and make this with NO CODE. Well, I wouldn’t write a single line of code for this game. Instead I’d use PlayMaker by Hutong Games. I’ve been using PlayMaker for a couple of weeks, and I am a total convert. It’s incredible! It’s hard to explain what it is, so I’ll lift the quote from the Hutong Games website:
It’s hard to sum up PlayMaker in a few words. It’s a tool for artists, designers, and programmers; It can be used by a lone developer or a development team; It can be used for rapid prototypes or full games. But one of our users summed it up best:”It’s a solid FSM. It’s a visual scripting tool. It’s a hierarchical logic framework. It’s a time saver. It’s a code-snippet storer. It’s an inspiration engine.”
All I’ll say is if you’re interested in making ANY content in Unity3D, you MUST CHECK IT OUT IMMEDIATELY. It’s some of the best software I’ve ever used.
So, in a few hours on Saturday, and a few hours on Sunday, I’ve thrown this silly idea together, and used physics, AI, and pathfinding, all with no code I’ve been writing code commercially for 15 years, and coding since I was about 7, so it’s nice to not touch it for a game. Of course, since I built it with Unity3D, not only does it work on web, but it works on iOS too! It’ll also run on Android, when I get round to exporting it.
So far, Murdoor is just an idea with a lot of bugs. But I think it has potential to be something a bit bigger than that, so I’ll tidy it up, fix the bugs, and add a few more levels over the next few weeks.
Huge thanks to:
@reallyfancy for inspiration and bouncing ideas around.
@toastkid for the terrible pun on the game over screen.
@empika for organising the event.
@profaniti for helping out.
@theskiff for hosting the event.
@littleloud and @relentless_sw for beer and pizza.
@pmolyneux and @petermolydeux – obviously.
@unity3d and @hutonggames for making such incredible software.
“I mean, what if, just imagine for a moment that you could actually take CONTROL of a door.”
Physics! Artificial Intelligence! Pathfinding! made in Unity3D with NO CODE*! Runs on web and iOS! Android too when I get round to it.
[Update: When I tried exporting to Android, it just worked. Thanks Unity!]
Hilariously, Murdoor won the Most Visionary award at the Brighton Molyjam! This might have been due to my own whooping and cheering, I’m not sure. Anyway, Dungeon Keeper was my prize:
Brightness at 100%
Native resolution (2048×1536 / 1024×768 / 960×640)
Runs at a solid 30FPS on each device.
As you can see there’s a noticeable difference in colour.
I’m impressed the iPad3 is pushing four times as many pixels as the iPad2, yet is keeping the same frame rate.
Screenshots. Compare the size of these:
iPhone 4s: www.flickr.com/photos/yezzer/6846596664/sizes/o/in/photos…
 The asset is the Medieval village from the Asset Store
No updates for a while. I’ve had more important things to do. Recently I’ve been working on some pretty cool projects in Unity3D, which will soon see the light of day.
First of them is The Thrill Electric, written by Leah Moore (comic fans will know this is Alan Moore’s daughter) – an enhanced comic for Hat Trick and Channel 4 with Littleloud. Built in Unity3D, it’s for web and iOS. Art by Windflower. Code by me.
Some more info:
I’ve also coded a web game for Transformers 3 and an entertainment App for iOS, both using Unity3D. More details on them soon.
Oh, and because I’m a massive nerd and I love new tech, I’ve been working on some really cool experimental apps in Unity3D on iOS with a talented 3D artist. I’ll post details on them at some point too.
My second Unity game has now been launched: Whiplash Slash and Burn. You play the part of Whiplash, destroying cars on a circuit. This is a promotional game for Paramount,
Unity has been on my radar for a few years now, but it was only when it was released for PC that I started to get involved. Over the past few months I’ve been working on a number of prototype games, and this is the first game that’s now live. So here we go! It’s called Iron Man Upgraded, and it was produced for Marvel by BAFTA-winning Brighton studio Littleloud.
Unity has to be the hottest technology out there. With version 3 – out in summer – you’ll be able to export for PC, Mac, web, iPhone, iPad, Android, PS3, Wii, 360.. it’s stunning, and it’s a far cry from anything that could be produced in Papervision / Away3D.