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Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars.

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Texture Basics and Entering Them Into Unity

Texture Basics and Entering Them Into Unity

Timeforce: Operation Robo-Hitler Textures

We'll teach you the difference between a normal and an alpha and tell you how to import textures into Unity!

Day/Night cycle

Day/Night cycle

Atmocity Other

An in-depth description of the day/night cycle in Atmocity.

Unity Tutorial / Explanation: Using masks and colors to improve the detection of object surfaces

Unity Tutorial / Explanation: Using masks and colors to improve the detection of object surfaces

Brave Battle: World War II Other

There are several tutorials in Unity for how to recognize the surface of an object using a trigger collider or using raycasts, some techniques will even...

How I Created the Unlock Display System for Subsideria

How I Created the Unlock Display System for Subsideria

Subsideria Client Side Coding

In this tutorial I will be outlining and explaining how I created the unlock management system that is used for all of the power ups, abilities and game...

How I Created the Attack Management System for the Final Boss of Subsideria

How I Created the Attack Management System for the Final Boss of Subsideria

Subsideria Client Side Coding

In this tutorial I will be outlining an explaining how I created the attack management system that is used for all of the attacks in the final boss fight...

How to translate a game into a baker's dozen of languages?

How to translate a game into a baker's dozen of languages?

Egypt: Old Kingdom Other

We're Clarus Victoria Studio and our games - Stone Age, Bronze Age, Marble Age, Predynastic Egypt and to-be-released Egypt: Old kingdom are translated...

BoE waypoint system: How insects find their way

BoE waypoint system: How insects find their way

Brink of Extinction Client Side Coding

A detailed write-up on how I made the waypoint system in BoE.

Selectable Inversion Image Effected I Created for Subsideria (SIIE)

Selectable Inversion Image Effected I Created for Subsideria (SIIE)

Subsideria Client Side Coding

In this article I will be outlining and showing how I created the selectable inversion image effect I created for use in Subsideria. By utilising render...

Turret textures in Brink of Extinction

Turret textures in Brink of Extinction

Brink of Extinction Textures

A short step by step display of how I made the textures for the turrets in Brink of Extinction.

The music of swarms of insects

The music of swarms of insects

Brink of Extinction Music

A description of how I composed the music for Brink of Extinction.

The making of the (skins of the) enemies of BoE

The making of the (skins of the) enemies of BoE

Brink of Extinction Textures

A short article about some texturing tricks I used.

Nwtn tutorial

Nwtn tutorial

nwtn Other

Just a glance over the all of the controls, there shouldn't be anyone abandoned without an idea on how to play the game! Going through all the menus and...

Creating games with Unity. Work on the bugs in the Horde Attack

Creating games with Unity. Work on the bugs in the Horde Attack

Horde Attack Client Side Coding

The creation of the first game from beginning to early access on Steam. Subjective opinion about indie development on their own. Share personal experiences...

Character Animation Workflow in The Iron Oath

Character Animation Workflow in The Iron Oath

The Iron Oath Animation 6 comments

A quick little guide on how I go about animating all of the characters in our dark tactical RPG The Iron Oath.

Work Manual

Work Manual

Lobotomy Corporation Other

Work Manual for beginners. We will add a tutorial later.

Unity 3D: How we optimized Ragdoll animation of death

Unity 3D: How we optimized Ragdoll animation of death

Slash Arena: Online Client Side Coding

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number...

Paralycid - Implementing a virtual cursor with Unity

Paralycid - Implementing a virtual cursor with Unity

Paralycid UI/HUD

We have implemented a new virtual cursor for the in-game mobile phone in Paralycid.

Walking Animation - How To

Walking Animation - How To

Unlawful Animation 12 comments

One of the many ways to go about animating a character. In this case the main character of the game.

From Concept to Assets

From Concept to Assets

Unlawful Design/Concepts 4 comments

How we create assets by drawing on paper and then afterwards we create a pixel art asset with Pyxel Edit.

Sound behind the wall

Sound behind the wall

Harvester of Dreams : Episode 1 Sound Effects

My approch of fading sound effects in Unity in an interior scenario.

Game Dev & Design - Combat Visual Scripting (part 2)

Game Dev & Design - Combat Visual Scripting (part 2)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal continues to demonstrate visual combat scripting in Unity.

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2

Horde Attack Client Side Coding

As promised, today I will devote to the technical development of the soldiers used in the alpha version. You can download the game by clicking on the...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1

Horde Attack PR

Development. Warriors. Today I will tell You about the soldiers. Combat units that perform basic tasks in the game, capture cities and fight on the battlefield...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2

Horde Attack Design/Concepts

Development. Player. Will start the Chapter on the development with the most important "Player". Now I will tell about how I developed management and...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1

Horde Attack PR 2 comments

For the first time to write articles and immediately began to strike a series of articles devoted to the development and promotion of their game Horde...

Game Dev & Design - Combat Visual Scripting (part 1)

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

How I create the regions of my Myst-like game Boïnihi

How I create the regions of my Myst-like game Boïnihi

Level Design/Theory Tutorial 2 comments

In this short tutorial with a basic difficulty, I wanted to show the tools and method that I used to create the region of Ailhon Woods in my upcoming...

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

BUCK: Saturday Morning Cartoon Apocalypse UI/HUD

A new experimental segment called "GDD" - Game Dev & Design where Gal documents his work on BUCK as he adjusts the game through Early Access based on...

Devlog 10 / Building your Avatar for VR

Devlog 10 / Building your Avatar for VR

BeeBeeQ Skinning 1 comment

A quick run through on how we brought the Chef avatar to life by building and rigging a complex character rig for VR

A New Approach To Turn-Based Strategies

A New Approach To Turn-Based Strategies

Ash of Gods: Redemption Design/Concepts

This article describes a new approach we took to implement the turn-based combat in an RPG with some twists to the traditional rules.

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