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	<title>MentalFish &#187; unity</title>
	<atom:link href="http://mentalfish.com/tag/unity/feed/" rel="self" type="application/rss+xml" />
	<link>http://mentalfish.com</link>
	<description>+mind +matter</description>
	<lastBuildDate>Fri, 03 Feb 2012 15:40:58 +0000</lastBuildDate>
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		<title>Game Dev 2012</title>
		<link>http://mentalfish.com/2012/02/game-dev-2012/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=game-dev-2012</link>
		<comments>http://mentalfish.com/2012/02/game-dev-2012/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 15:37:32 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Bergen]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[lightwave]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=1332</guid>
		<description><![CDATA[Its 2012 and the local peeps are awesome. After attending Bergen Game Jam last weekend and the first international Join Game conference yesterday and today, one can not help but to be excited and inspired to get back into the game dev mode. I need to update some LScripts and I think some Unity/C# scripts [...]]]></description>
			<content:encoded><![CDATA[<p>Its 2012 and the local peeps are awesome. After attending Bergen Game Jam last weekend and the first international Join Game conference yesterday and today, one can not help but to be excited and inspired to get back into the game dev mode. I need to update some LScripts and I think some Unity/C# scripts should be released too. Sharing is caring.</p>
<p>If you so happen to be a Norwegian or a local Bergeneese, head over to <a href="http://spillmakerlauget.no">spillmakerlauget.no</a> and join in on the game dev fun. If you are in the 3D/CG realm, then also head over to <a href="http://www.cgbergen.org">cgbergen.org</a> and join the mailing list.</p>
<p>Full steam ahead!</p>
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		<title>Holocron</title>
		<link>http://mentalfish.com/2011/10/holocron/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=holocron</link>
		<comments>http://mentalfish.com/2011/10/holocron/#comments</comments>
		<pubDate>Mon, 03 Oct 2011 13:28:17 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=1302</guid>
		<description><![CDATA[It&#8217;s been a few days since the Android version went live, and I am awaiting the approval process from the App Store. In any case, the swtor.com RSS reader marks the kick off for many iOS and Android apps in the coming months. Tweet]]></description>
			<content:encoded><![CDATA[<p><a href="https://market.android.com/details?id=com.mentalfish.holocron"><img class="alignleft size-full wp-image-1303" style="margin-left: 10px; margin-right: 10px;" title="Android Market" src="http://mentalfish.com/wp-content/uploads/2011/10/AndroidMarket.png" alt="" width="513" height="542" /></a>It&#8217;s been a few days since the Android version went live, and I am awaiting the approval process from the App Store. In any case, the swtor.com RSS reader marks the kick off for many iOS and Android apps in the coming months.</p>
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		<title>New game in development: B.A.G.</title>
		<link>http://mentalfish.com/2010/11/new-game-in-development-b-a-g/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-game-in-development-b-a-g</link>
		<comments>http://mentalfish.com/2010/11/new-game-in-development-b-a-g/#comments</comments>
		<pubDate>Wed, 03 Nov 2010 13:30:47 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[B.A.G.]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=1026</guid>
		<description><![CDATA[MentalFish and Scary-Monsters have teamed up to deliver an absurd experience in the form of a 3&#8242;rd person shooter named B.A.G. The game is a tribute to the 80&#8242;ies comic D.R. &#38; Quinch and will feature ridiculous weaponry for disposal of annoying aliens. Leigh Bamforth has created some awesome models and first up is one [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://mentalfish.com/wp-content/uploads/2011/01/dr_and_quinch_complete1.jpg"><img class="size-full wp-image-1027 alignleft" title="dr_and_quinch_complete" src="http://mentalfish.com/wp-content/uploads/2011/01/dr_and_quinch_complete1.jpg" alt="" width="272" height="380" /></a>MentalFish and Scary-Monsters have teamed up to deliver an absurd experience in the form of a 3&#8242;rd person shooter named B.A.G. The game is a tribute to the 80&#8242;ies comic D.R. &amp; Quinch and will feature ridiculous weaponry for disposal of annoying aliens.</p>
<p>Leigh Bamforth has created some awesome models and first up is one of the two characters:<br />
<a href="http://labs.mentalfish.com/b.a.g./quinch_turntable-2010-11-01.html">Unity turntable of Quinch in all his splendor.</a></p>
<p><a href="http://mentalfish.com/wp-content/uploads/2011/01/quinch1.jpg"><img class="alignnone size-full wp-image-1032" title="quinch" src="http://mentalfish.com/wp-content/uploads/2011/01/quinch1.jpg" alt="" width="363" height="203" /></a></p>
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		<title>Pre-ordering Unity 3.0</title>
		<link>http://mentalfish.com/2010/06/pre-orderin-unity/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pre-orderin-unity</link>
		<comments>http://mentalfish.com/2010/06/pre-orderin-unity/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 16:23:10 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[Update]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=835</guid>
		<description><![CDATA[Hurry peeps, pre-order Unity 3.0 before it is released and save a few hundred bucks. I just got my upgrade to Unity 3.0 and an upgrade of the basic iPhone license, so it saved me 300$. Also, check out the video of the Beast lightmapping demo, total awesomeness! Tweet]]></description>
			<content:encoded><![CDATA[<p>Hurry peeps, <a href="http://unity3d.com/unity/coming-soon/unity-3">pre-order Unity 3.0</a> before it is released and save a few hundred bucks. I just got my upgrade to Unity 3.0 and an upgrade of the basic iPhone license, so it saved me 300$.</p>
<p>Also, check out the video of the Beast lightmapping demo, total awesomeness!</p>
<p><a href="http://unity3d.com/unity/coming-soon/unity-3"><img class="alignnone size-full wp-image-836" title="3.0-beta13" src="http://mentalfish.com/wp-content/uploads/2011/01/3-0-beta131.png" alt="" width="590" height="348" /></a></p>
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		<title>Asset management in Unity 3.0</title>
		<link>http://mentalfish.com/2010/06/unity-3-asset-management/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=unity-3-asset-management</link>
		<comments>http://mentalfish.com/2010/06/unity-3-asset-management/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 21:37:36 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[Workflow]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=780</guid>
		<description><![CDATA[Awesome asset management in Unity 3.0 http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/ http://vimeo.com/moogaloop.swf?clip_id=12584179&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=&#038;fullscreen=1 Tweet]]></description>
			<content:encoded><![CDATA[<p>Awesome asset management in Unity 3.0<br />
<a href="http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/">http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/</a></p>
<p><a href="http://vimeo.com/moogaloop.swf?clip_id=12584179&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=&#038;fullscreen=1">http://vimeo.com/moogaloop.swf?clip_id=12584179&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=&#038;fullscreen=1</a></p>
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		<title>Upcoming additions to Unity Proto Pack</title>
		<link>http://mentalfish.com/2010/06/upcoming-additions/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=upcoming-additions</link>
		<comments>http://mentalfish.com/2010/06/upcoming-additions/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 00:19:06 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=741</guid>
		<description><![CDATA[Just letting you know there will be some additions to the Unity Proto Pack, such as heli- and space ship flying modes. All existing customers of the pack will get it as a free update. Tweet]]></description>
			<content:encoded><![CDATA[<p>Just letting you know there will be some additions to the Unity Proto Pack, such as heli- and space ship flying modes. All existing customers of the pack will get it as a free update.</p>
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		<title>MentalFish store is live</title>
		<link>http://mentalfish.com/2010/05/store/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=store</link>
		<comments>http://mentalfish.com/2010/05/store/#comments</comments>
		<pubDate>Sun, 02 May 2010 07:15:41 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[mentalfish]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[Workflow]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=703</guid>
		<description><![CDATA[The first product is a prototyping pack for Unity, with some simplistic setups for player, camera and enemy behaviours. http://mentalfish.com/store/ Tweet]]></description>
			<content:encoded><![CDATA[<p>The first product is a prototyping pack for Unity, with some simplistic setups for player, camera and enemy behaviours.</p>
<p><a href="http://mentalfish.com/store/">http://mentalfish.com/store/</a></p>
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		<title>UV 2 Morph</title>
		<link>http://mentalfish.com/2009/12/uv-2-morph/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=uv-2-morph</link>
		<comments>http://mentalfish.com/2009/12/uv-2-morph/#comments</comments>
		<pubDate>Fri, 18 Dec 2009 16:57:20 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[lightwave]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[Workflow]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=594</guid>
		<description><![CDATA[Here is a tutorial by Mikael Burman on how to create some nice water effects on a window, by using my UV 2 Morph LScript. The plugin is just a small part of it all, so watch the whole thing and you&#8217;ll see the overall coolness. This technique can also be applied to realtime 3D [...]]]></description>
			<content:encoded><![CDATA[<p>Here is a tutorial by Mikael Burman on how to create some nice water effects on a window, by using my UV 2 Morph LScript. The plugin is just a small part of it all, so watch the whole thing and you&#8217;ll see the overall coolness. This technique can also be applied to realtime 3D scenarios, animated normal map textures in Unity anyone?</p>
<p><a href="http://vimeo.com/moogaloop.swf?clip_id=8260532&#038;server=vimeo.com&#038;show_title=0&#038;show_byline=0&#038;show_portrait=0&#038;color=ff9933&#038;fullscreen=1">http://vimeo.com/moogaloop.swf?clip_id=8260532&#038;server=vimeo.com&#038;show_title=0&#038;show_byline=0&#038;show_portrait=0&#038;color=ff9933&#038;fullscreen=1</a></p>
<p><a href="http://mentalfish.com/uploads/lscripts/MFUV2Morph.zip">Download LScript</a></p>
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		<title>Lunar Rover Simulator for NASA</title>
		<link>http://mentalfish.com/2009/11/lunar-rover/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lunar-rover</link>
		<comments>http://mentalfish.com/2009/11/lunar-rover/#comments</comments>
		<pubDate>Thu, 26 Nov 2009 01:10:18 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[lightwave]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://mentalfish.com/?p=485</guid>
		<description><![CDATA[I have recently worked with Chilton Webb and Rommany Allen in developing a simulator based on the NASA’s Constellation Program architecture. Development was done in Unity while all models was done in LightWave and the majority of them supplied by JF&#38;M. I think this is a perfect example on how useful game based technologies can [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align:right;"><img class="size-full wp-image-486 alignright" style="margin:5px 10px;" title="lunarroversimulator" src="http://mentalfish.com/wp-content/uploads/2011/01/lunarroversimulator1.jpg" alt="lunarroversimulator" width="300" height="165" /></p>
<p style="text-align:left;">I have recently worked with Chilton Webb and Rommany Allen in developing a simulator based on the NASA’s Constellation Program architecture. Development was done in Unity while all models was done in LightWave and the majority of them supplied by <a href="http://www.frassanito.com/">JF&amp;M</a>.</p>
<p style="text-align:left;">I think this is a perfect example on how useful game based technologies can be when used industrially. This is something I have been preaching since the release of ShockWave3D and now through the use of Unity. The use of interactive 3D can be applied to anything from product visualization to training and procedure visualization and is applicable to any type of industry, be it onshore, offhore or in space.</p>
<p style="text-align:left;">Specific examples of usage:</p>
<ul>
<li>- Getting to know an area without going there physically</li>
<li>- Virtual training on dangerous scenarios, i.e. explosions</li>
<li>- Visualize and train on important procedures, i.e. evacuation of oil rigs</li>
<li>- Performing virtual fire drills, i.e. what to do in case of a fire in the machine room</li>
<li>- Visualize buildings and large constructions, i.e. city planning</li>
<li>- Visualize technical products and solutions, i.e. tools for drilling</li>
<li>- Showroom presentations of your business and products</li>
</ul>
<p style="text-align:left;">Please feel free to drive the Rover by either <a href="http://www.apple.com/downloads/macosx/games/simulation_and_sports/lunarroversimulator.html">downloading the Mac version</a> from Apple or <a href="http://www.frassanito.com/RoverSIM/">download the Windows version</a> from JF&amp;M.</p>
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		<title>How to make games fun?</title>
		<link>http://mentalfish.com/2009/03/how-to-make-games-fun/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-make-games-fun</link>
		<comments>http://mentalfish.com/2009/03/how-to-make-games-fun/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 01:18:15 +0000</pubDate>
		<dc:creator>MentalFish</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Rant]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://blog.mentalfish.com/?p=50</guid>
		<description><![CDATA[I have a question to ask: Can a game with mediocre gameplay be saved by a grand story or cool graphics? In my book it is a big fat resounding NO. Can a game with no story or simple visuals still be fun? Most definitely yes, look at Tetris.]]></description>
			<content:encoded><![CDATA[<p>&lt;rant mode=&#8221;on&#8221;&gt;</p>
<p>I have a question to ask: Can a game with mediocre <a title="What is gameplay?" href="http://en.wikipedia.org/wiki/Gameplay">gameplay</a> be saved by a grand story or cool graphics? In my book it is a big fat resounding NO. Can a game with no story or simple visuals still be fun? Most definitely yes, look at Tetris.</p>
<p>I can almost hear someone coming in shouting &#8220;But Tetris has a story!&#8221;. If you want to make a philosophical point and argue that the blocks are representing something more than just falling game mechanics, then sure, you can make the case that Tetris has a story to tell. What about to the wooden tilt-maze game, is there a story being told when you tilt the board to avoid the holes? Is the metal ball a character in a story about not falling into the pits of eternal doom and gloom? If so, then it is the player&#8217;s imagination that is creating and telling the story, not the game itself. &#8220;But the story is the catalyst for this imagination&#8221;, could be true, but even so, it is not the story the game creator was thinking of telling, they created a pure game mechanic in which people can add their own imagination.</p>
<p>David Lancaster has grabbed up Unity and posted <a title="How to make games fun?" href="http://www.youtube.com/watch?v=n_ATFQXhMaM&amp;feature=PlayList&amp;p=D15EE24C68D8CA41&amp;index=0&amp;playnext=1">2 videos on YouTube</a> of his process of how to make a fun game. A highly pragmatic approach to game design and development.</p>
<p>Not just talking the talk, but also walking the walk:<img class="alignleft size-full wp-image-58" style="padding-right:10px;margin:3px 0 0;" title="what-makes-a-game-fun-1" src="http://mentalfish.com/wp-content/uploads/2009/03/what-makes-a-game-fun-1.jpg" alt="what-makes-a-game-fun-1" width="240" height="180" /><img class="alignleft size-full wp-image-59" style="padding-right:10px;padding-bottom:20px;margin:3px 0 0;" title="what-makes-a-game-fun-2" src="http://mentalfish.com/wp-content/uploads/2009/03/what-makes-a-game-fun-2.jpg" alt="what-makes-a-game-fun-2" width="240" height="180" /></p>
<p>I am not against stories being told in the games medium, nor that the visuals should not be impressive, but I believe there is too much focus on making games behave like movies. If storytelling in games are done as if they are movies, we easily end up with horrible or almost non-existing gameplay as in Space Ace and Dragons Lair. Those games were first of their kind and I loved them due to their highly visual and different approach to graphics and vivid characters in games, but I will be the first to admit I was wrong when I back in the 90-ies, hardheaded meant they were the best games available of the time. The gameplay can be compared to having 8 play buttons where you guess what random button to press. If you press the wrong play button for this scene/sequence you cant see the rest of the movie. SMACK!!! Back to start.</p>
<p>We still see games being treated as movies by the frequent use of cut scenes, although real time instead of pre-rendered, and button mashing to get through cinematic kill scenes (such as in God of War and its derivatives). Couldn&#8217;t these stories be integrated more directly into a more interesting gameplay? Button mashing and joystick joggling is for Summer Games on C64 and people not know how to play Tekken and Street Fighter (&lt;- me).<strong></strong></p>
<p><strong>Hear ye, hear ye! Gameplay is king and story has proclaimed its support as a loyal subject!</strong></p>
<p>So how to do it then? Take inspiration from the 1991 game, <a title="Another World play through" href="http://www.youtube.com/watch?v=Zgkf6wooDmw">Another World</a>. In that game the story and gameplay is inseparable, no long winded dialog or written stories in sight, and the cinematic cut scenes are short (apart from the intro) and integrated into the gameplay. You are performing the actions that define the story through the game mechanics provided by the game developer, which in this case is also the game designer and the game graphics artist, <a title="Eric Chahi" href="http://en.wikipedia.org/wiki/Eric_Chahi">Eric Chahi</a>.</p>
<p><img class="alignleft size-full wp-image-153" style="padding-right:10px;padding-bottom:10px;margin:3px 0 0;" title="another-world-logo" src="http://mentalfish.com/wp-content/uploads/2009/03/another-world-logo.png" alt="another-world-logo" width="240" height="180" /><img class="alignleft size-full wp-image-146" style="padding-right:10px;padding-bottom:10px;margin:3px 0 0;" title="another-world-screenshot" src="http://mentalfish.com/wp-content/uploads/2009/03/another-world-screenshot.png" alt="another-world-screenshot" width="240" height="180" />As a final rant I just want to say: A written story outline is not a game design document and a story can not in itself make a game great.</p>
<p>&lt;/rant&gt;</p>
<p>Now that the rant is off I just want to say: Make your games the way you want to and play the games you want to play. I think I have given a clear point on where I stand <img src='http://mentalfish.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Update: Its not just me who think games should not be treated as movies or books:<br />
<a href="http://www.theregister.co.uk/2009/03/27/gdc09_jeffrey_kaplan_session/">The Register &#8211; GDC09: Jeffrey Kaplan</a></p>
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