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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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My experiences optimizing graphics, lighting and physics for a stealth game

My experiences optimizing graphics, lighting and physics for a stealth game

Gust of Wind Other

I've been focusing on optimizations quite a lot since this game's EA release half a year ago, and wrote a post describing some of the methods I've used.

Echoes in the Deep Devlog 2: a Deep Dive into breathtaking procedurally generated backgrounds

Echoes in the Deep Devlog 2: a Deep Dive into breathtaking procedurally generated backgrounds

Echoes in the Deep Concept Art 2 comments

In this article we share the link to the latest devlog made by Outhoused Studios, in which we explore how we make our AI generated backgrounds using Playground...

Generating a SoulerCoaster in Unity

Generating a SoulerCoaster in Unity

Raiding.Zone Textures

How to generate a SoulerCoaster in Unity. SoulerCoasters are used to visualize magic or energetic effects.

What is reverse engineering in modding? | #1 Basics for everyone

What is reverse engineering in modding? | #1 Basics for everyone

POSTAL: Brain Damaged Client Side Coding

Reverse engineering in game modding involves dissecting a game's code, enabling modders to make creative alterations. However, developers face challenges...

Designing a Dynamic Equipment System in Unity

Designing a Dynamic Equipment System in Unity

Raiding.Zone Textures

How to display changing equipment meshes on a character.

Gentrification: The Code, Not Clicking Past UI

Gentrification: The Code, Not Clicking Past UI

Gentrification: The Game Client Side Coding

A simple tutorial on how to stop the objects behind the UI from reacting to clicking when the player interacts with the UI.

Spells as Code

Spells as Code

Raiding.Zone Server Side Coding 1 comment

How to implement a type-safe spell-system in code.

Designing a multiplayer Spell-System

Designing a multiplayer Spell-System

Raiding.Zone Server Side Coding

I will describe how I build the spell system of Raiding.Zone.

No Time to Waste: How I (hopefully) Optimized My Game for Speedrunning

No Time to Waste: How I (hopefully) Optimized My Game for Speedrunning

Just Keep Running Design/Concepts

As someone who makes games, speedrunning is the finest form of flattery. So, I tried to optimize my game “Just Keep Running” for speedrunning, and...

Writing a chat server in kotlin

Writing a chat server in kotlin

Raiding.Zone Server Side Coding

Writing a game chat server in Kotlin using Websockets and SharedFlows.

Mikita Susha

Mikita Susha

Drunk Or Dead 2 Textures

This is one of our 3D artist's latest work, the Rhino Revolver This model is already highly regarded in the professional 3D model making community. See...

My MagicaVoxel → Unity Process: A Tutorial on How to Import Voxel Models into Unity

My MagicaVoxel → Unity Process: A Tutorial on How to Import Voxel Models into Unity

Just Keep Running Props Modelling

Importing voxel models into Unity is not the most optimized process. But, we have a fairly streamlined method that has worked for us, and we felt like...

Modding and Level-Editing from Day 1

Modding and Level-Editing from Day 1

Co OPERATION: MultiTurn Mapping/Technical

The modding tools are designed to make it relatively easy for people to make gameplay changes, aesthetic adjustments and custom level packs. If you want...

Recreating a real-life city environment in Unity - an indie approach

Recreating a real-life city environment in Unity - an indie approach

Petrol Blood Mapping/Technical 1 comment

A look on the process of how we recreated our home city for a stealth action driving game. We share the planning, lessons learned and code for the tools...

Behind the scenes writing music for an indie game

Behind the scenes writing music for an indie game

Eldest Souls Music

A brief outline of how i wrote the music for the Eldest Souls: Depths of the Forgotten DLC release.

Final Foe. About developing network multiplayer with Unity

Final Foe. About developing network multiplayer with Unity

Final Foe Server Side Coding

Hello! Today I will talk about how I added online multiplayer to my game Final Foe. Without network programming experience and without financial costs...

The Visual Design of Puzzledorf

The Visual Design of Puzzledorf

Puzzledorf Level Design/Theory

This article looks at the visual design of Puzzledorf, but also how the graphics tie in to game design, communicating ideas and teaching through design.

Erra: Exordium Shooting Architecture

Erra: Exordium Shooting Architecture

Erra: Exordium Client Side Coding

Good Afternoon Ladies and Gentlemen. In this article we will tell you more about our in-game weapon architecture. Together with you we will analyze melee...

Making Our Own RPG Combat Formula

Making Our Own RPG Combat Formula

Battle Gem Ponies Design/Concepts

See what's up with the numbers behind our Combat System in our new Breakdown series video! ⭐

Reflections on Playtesting and Puzzledorf

Reflections on Playtesting and Puzzledorf

Puzzledorf Level Design/Theory

Playtesting should be a key part of your design process. Done correctly, playtesting will transform your game design into something powerful.

Reflecting on Puzzle Design in Puzzledorf

Reflecting on Puzzle Design in Puzzledorf

Puzzledorf Level Design/Theory

This article is about how I made puzzles fun through simple designs with surprising solutions.

Exploring Difficulty Pacing in Puzzledorf

Exploring Difficulty Pacing in Puzzledorf

Puzzledorf Level Design/Theory

This article looks at how you can create a balanced difficulty level that will empower players to finish your game.

Reflections on Tutorial Design in Puzzledorf

Reflections on Tutorial Design in Puzzledorf

Puzzledorf Level Design/Theory

This article looks at how I tried to create textless tutorials and instead teach through design; to use experiences to help people learn through play.

One image to rule them all – Tips for your game’s Small Capsule on Steam

One image to rule them all – Tips for your game’s Small Capsule on Steam

Rise of Humanity PR

Hello Fellow Indiedevs! Here’s a few tips and tricks on how you can get more traffic to your game’s Steam page with your capsule artwork. It’s all...

How to make a trailer for your game in 7 (+1) essential steps

How to make a trailer for your game in 7 (+1) essential steps

Rise of Humanity PR 2 comments

In an ideal world, game developers would have all the time and resources to make the game of their dreams. We’d all be creating our games from our seaside...

Pimp your game’s Steam page in 10 easy steps (+1 difficult one)

Pimp your game’s Steam page in 10 easy steps (+1 difficult one)

Rise of Humanity PR 2 comments

In this article, I'd like to give some tips to fellow gamedevs on how they can revamp their game's Steam page and increase its visibility in 10+1 essential...

Dev-Log #04: VFX Break-Down!

Dev-Log #04: VFX Break-Down!

OrbWars Animation

Ever wondered how all those fancy visual effects in your favourite games are made? Well, today we're breaking down some of the VFX from OrbWars! Well...

500K impressions on Steam? - Here’s how we boosted our game’s visibility & wishlists

500K impressions on Steam? - Here’s how we boosted our game’s visibility & wishlists

Rise of Humanity PR

In this article, we would like to share how we boosted our game’s visibility & wishlists, the effects of the Steam Summer Sale and Users Reviews, we...

A quick guide to better screenshots

A quick guide to better screenshots

Elegos PR

A little insight into the method we use to produce our screenshots.

Tribulations of Typing Tentacles

Tribulations of Typing Tentacles

Tentacle Typer Design/Concepts

A gentle introduction into the design of Tentacle Typer.