But choosing not to know the players' opinions at all is a wrong move." This is where a feedback loop comes in handy and can be ignored. Also, I don't know any successful creator who cares what the players think.
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I know that people put their heart into their efforts.īut the industry divides people between those who still adhere to this philosophy and those who seek to understand how to create a successful product. Such a model is woven into the philosophy of many forms of art and media. Previously, it was customary among developers to throw a game at the wall to publicists and sellers without any prior interaction. I've been in this industry longer than almost everyone else, I've even managed to get gray. But they are also the dumbest idiots in the world. They are beautiful and pure, brilliant individuals. A very small part of the gaming industry works this way, but some of them are my favorite people in the world who I just love to debate with. Richitello: Ferrari and some other high-end car manufacturers still use plasticine and cutting knives. "Interviewer: The drive to monetize earlier is clearly alienating some developers. Inexperienced people looked for the program on the Internet, found the installer with installCore and naively invited a lot of garbage to their computer.įollowing the announcement of the ironSource deal, an interview with Unity CEO John Richitello and Unity Create General Manager Mark Whitten was released. The piquant nuance is that ironSource came up with installCore - a wrapper for installers that can drag a bunch of additional programs with it, often unnecessary to the user. "What if the content creation process was no longer built on the principle of 'make first, then monetize'? What if we gave creators an engine for game-as-a-service that by default allowed them to collect early indicators of success through user engagement in their prototype? What if the engine provided a feedback system based on engaging with real players at the earliest stages possible? Unity and ironSource's joint offering will create a unique company that provides a platform for both game development and game growth." -Unity in the official announcement All things considered, ironSource tools are particularly well-suited for games and non-game applications that are constantly evolving. July 12 Unity reported, which is absorbing the company ironSource - it specializes in solutions for monetization, marketing, analytics and audience discovery. But the Unreal Engine team has the necessary experience: Fortnite is a real game, where new Epic Games technologies are often used. According to Unity, it gained a lot of useful experience while creating the game.ĭevelopers often criticize Unity for the fact that it does not understand the needs of its customers well enough: the company has never released full-fledged products on its own engine, and therefore misses various nuances of production and does not feel the pain of them on its own skin. Gigaya will remain only as an internal project.
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The game will not be put out for general review: for this, projects need to be cleaned of unnecessary software tails, but, according to the company, resources are better spent in some other directions. In addition, Gigaya was going to be made into an educational tool: the intricacies of production were planned to be published in open access for all Unity users.īut July 4 on the official forum a post appeared, where Unity announced that it was halting development of Gigaya. The point was to create a team in Unity that is close to the "field conditions" of indie creators: working with a relatively small staff, someone from the staff contributes to the remote, and the main goal is to release their game on Steam. In March, Unity announced that it was going to ship Gigaya, an indie-scale game from its in-house studio. Together, they add up to an unpleasant picture that hurts the company's image - especially among indie developers, where Unity continues to be the leading engine. In the last few days, Unity managed to stuff a whole combo of scandals.