unity学生demo_Unity全球学生挑战赛的最后一个月

unity学生demo

We’re now officially under the 30 day mark for the Unity Global Student Challenge, and we’re excited to share some inspiration from student projects that made an impact this past year!

现在,我们正式进入Unity全球学生挑战赛的30天大关,很高兴与大家分享来自去年产生影响的学生项目的一些启发!

With the start of a new year and the return of many students back to school, it’s been a busy start to 2019, and January marks the last month of submission for the Global Student Challenge on Unity Connect. We’ve seen a fountain of inspiring content these last few weeks – from the amazing quality of student projects in the Unity Awards to the shared stories of our creators through #mydevstory on Twitter, including creative developers who made their first games using batch files or Powerpoint or took their initial concept and brought it to life.

随着新年的开始和许多学生的重返校园,这对2019年来说是一个繁忙的开始,而1月是Unity Connect上全球学生挑战赛提交作品的最后一个月。 在过去的几周中,我们已经看到了启发性内容的源泉-从Unity大奖中令人惊叹的学生项目质量,到Twitter上的#mydevstory ,包括创建者使用批处理文件Powerpoint还是采用了最初的概念并将其变为现实

We sat down with the people behind One Hand Clapping from the University of Southern California and TerraChi from University of Technology Sydney’s Animal Logic Academy to add a little insight into what it takes to make great projects and the journey they took along the way.

我们与来自南加州大学的“ 单手鼓掌 ”和来自悉尼科技大学的动物逻辑学院的“ TerraChi”背后的人们坐在一起,以深入了解制作出色项目所需要的内容以及他们在整个过程中所经历的旅程。

规划和原型制作 (Planning and Prototyping)

TerraChi: Our first hurdle was deciding on the scope of the project, how large should we go, knowing we only had limited time to deliver. Time is always going to be your biggest challenge – to overcome this you need a strategic timeline in place with consistent milestones using an agile development workflow. Setting small weekly goals with weekly sprints enabled us to work focused and efficiently and gave us clarity, as we quickly navigated through ideas we thought were possible. It was often the case, where we thought, “Hey, that would be a cool idea”, we would then quickly prototype it, and find out “oh, that wasn’t as fun as we thought it would be.” And sometimes, by prototyping it, we would find out better ways of conveying a creative idea.

TerraChi:我们的第一个障碍是决定项目的范围,我们应该走多大,知道我们只有有限的交付时间。 时间永远是您面临的最大挑战–要克服这一难题,您需要使用敏捷的开发工作流,并制定具有一致里程碑的战略时间表。 通过每周冲刺设定小的每周目标,使我们能够集中精力并高效地工作,并且使我们更加清晰,因为我们可以快速浏览我们认为可能的想法。 通常情况是这样,我们认为:“嘿,那将是一个很不错的主意”,然后我们会Swift对其进行原型制作,然后发现“哦,那并不像我们想象的那样有趣。” 有时,通过制作原型,我们会找到传达创意的更好方法。

Photo Courtesy of UTS Animal Logic Academy

照片由UTS动物逻辑学院提供

For example, originally, we had way bigger and more complex Tai Chi moves, thinking they would be easy to do. However, through a fast rapid prototype it became apparent that these moves were way too complex for the average user. Even the artists and developers making the experience struggled with it.  So our advice here – you may think you have a great idea, but until you try it and play it out, you just won’t know.

例如,最初,我们认为太极拳动作更大,更复杂,认为它们很容易做到。 但是,通过快速原型,这些动作对于普通用户来说显然太复杂了。 甚至是进行体验的艺术家和开发人员也为此感到挣扎。 所以我们在这里的建议–您可能认为您有个好主意,但是直到尝试并付诸实践,您才会知道。

Our whitebox prototype was key to testing the experience. It should be good enough to user test, so you can obtain relevant feedback to enhance the experience. A great whitebox should be able to convey the core principles and mechanics of the experience. We had this as an early milestone, and we were able to focus on the polish of the experience much earlier than we initially thought we would because of its success.

我们的白盒原型是测试体验的关键。 用户测试应该足够好,因此您可以获得相关的反馈以增强体验。 出色的白盒应该能够传达体验的核心原理和机制。 我们将其作为一个早期的里程碑,并且能够比它最初的成功要早得多,因此可以将精力集中在完善体验上。

Photo Courtesy of UTS Animal Logic Academy

照片由UTS动物逻辑学院提供

Before you even have a whitebox, you can get up and roleplay your experience. Act it out, pretend that one person is the user, and the other is the experience. Act it out and talk it through. You will be surprised how many unknowns spawn from this and what amazing answers you otherwise wouldn’t have thought about.

在拥有白盒之前,您就可以起床并进行角色扮演。 付诸实践,假装一个人是用户,另一个人是经验。 表现出来,并通过谈话。 您会惊讶于由此产生的未知数,以及您原本不会想到的惊人答案。

最佳时刻 (The Best Moment)

One Hand Clapping: For us, the most satisfying moment in the process was our first showcase at USC. We had a line of people standing behind a literal red velvet rope that we’d found somewhere, waiting for half an hour to play the game and gave us compliments. We were awarded the “Bazillion Dollar Idea” award. It made us explode with happiness and validated our work, being told that the thing we’d worked so hard on was good.

拍手:对我们来说,过程中最令我满意的时刻是我们在南加州大学的第一次展示。 我们有一排人站在一条真正的红色天鹅绒绳子后面,我们在某个地方找到它们,等待半个小时玩游戏,并给了我们很多赞美。 我们获得了“ Bazillion Dollar创意”奖。 被告知我们辛苦工作的事情是件好事,这使我们高兴地爆炸并验证了我们的工作。

Photo Courtesy of Bad Dreams Games

照片由《恶梦游戏》提供

More deeply than that, it affirmed that One Hand Clapping was capable of affecting people in a more profound way than “Hey, that’s neat!” That’s something I think we all felt during development, but to hear it from others for the first time was profound. Watching people play the game and perform or respond emotionally exactly how you want them to was also rewarding. Interestingly, it was equally rewarding when players played through the game in ways you never anticipated! Games only exist when people play them, so seeing players interact with One Hand Clapping and respond positively to the experience was fulfilling.

不仅如此,它还确认“单手鼓掌”能够以比“嘿,这很干净!”更深刻的方式影响人们。 我认为这是我们在开发过程中都会感受到的,但是第一次听到别人的意见是很深刻的。 看着人们玩游戏,准确地表现或做出情感上的React,这也很有意义。 有趣的是,当玩家以您从未想到的方式玩游戏时,它同样具有回报! 游戏仅在人们玩游戏时存在,因此看到玩家与“单手鼓掌”互动并积极响应体验。

We also had some great moments whenever a team member showed off something they made, which matched or exceeded your expectations of what you envisioned. It’s a comforting feeling knowing others care as much about the game as you do and that you are on the same page.

每当团队成员炫耀他们所做的事情时,我们也都会度过美好的时光,这些事情达到或超出了您对您所设想的期望。 知道别人和您一样关心游戏并且您在同一个页面上,这是一种令人欣慰的感觉。

TerraChi: The success of the whitebox was where everything came together. Again, it was crucial as it confirmed to us that we had a solid experience and that people would enjoy playing it. In addition, completing the experience and showing it to people outside the academy walls was great!

TerraChi:白盒的成功在于一切都融合在一起。 再次,至关重要的是,它向我们确认了我们拥有丰富的经验,人们会喜欢玩它。 此外,完成体验并将其展示给学术界以外的人们也很棒!

Photo Courtesy of UTS Animal Logic Academy

照片由UTS动物逻辑学院提供

We have been fortunate enough to have our experience be nominated and win awards, as well as be showcased at local events such as The Sydney Film Festival’s VR Hub and NSW 360 Vision, as well as be a University Library exhibit. It’s a joy to see the public enjoy something we have put so much thought and hard work into. Seeing users growing a tree, summoning fireballs, and exploring a world that you have created is what it’s all about- especially when they come out and say it’s the “Coolest thing I have tried in VR!” It was also an inspiring moment to see the team of students band together and work as a team to deliver something this ambitious.

我们很幸运,我们的经验得到了提名并赢得了奖项,并在悉尼电影节的VR Hub和NSW 360 Vision等当地活动中展示,并在大学图书馆展出。 看到公众享受我们经过深思熟虑和辛勤工作而获得的快乐,这是一种喜悦。 看到用户长出一棵树,召唤火球并探索您创建的世界就是这样-尤其是当他们走出来并说这是“我在VR中尝试过的最酷的事情!” 这是一个鼓舞人心的时刻,看到学生团队团结起来,并为实现这一宏伟目标而共同努力。

最难的时刻 (The Hardest Moment)

One Hand Clapping: The most difficult point of the project came to a head about halfway through the development process. We had developed a bunch of puzzle mechanics more or less independent from each other and were trying to put them together in a cohesive layout. Additionally, a lot of the game at that point depended on a pitch meter, a UI indicator which divided your singing range into 4 discrete chunks and visually represented your pitch.

一手拍手:该项目最困难的地方到了开发过程的一半。 我们已经开发出了一系列彼此或多或少相互独立的拼图机制,并试图将它们组合成一个紧密的布局。 此外,那时很多游戏都取决于音高计,UI指示器将您的演唱范围分为4个独立的块,并以视觉方式代表您的音高。

Photo Courtesy of Bad Dreams Games

照片由《恶梦游戏》提供

With the help of playtester feedback, we realized two things; First we were missing one of the greatest things about using audio as input, which was its continuous, analog nature, and second, the game was also really difficult at that point. We came to the tough decision of scrapping the pitch meter, and with it, a large portion of the puzzle mechanics we had developed, as well as the art and narrative that supported it. Although it felt like we had wasted time on work that was now being tossed aside, we learned a lot about the fundamental appeal of our game and allowed us to construct a more cohesive, accessible, and fun experience. This decision required us to let go of four months of hard work and learn from our mistakes to shift our game mechanics and overall structure to make the strongest demo. Once we knew what we wanted to make, it was reinvigorating, and everyone worked twice as hard to make it a reality.

借助游戏测试者的反馈,我们实现了两件事: 首先,我们错过了使用音频作为输入的最伟大的事情之一,那就是它的连续,模拟性质;其次,游戏在当时真的很困难。 我们做出了废弃音高计的艰难决定,并由此决定了我们开发的大部分拼图机制以及支持它的艺术和叙述方式。 尽管感觉我们浪费了时间,而现在却被抛在一边,但我们从游戏的基本魅力中学到了很多,并让我们构建了一个更加凝聚,可访问和有趣的体验。 这个决定要求我们放弃四个月的辛苦工作,并从错误中吸取教训,以改变我们的游戏机制和整体结构,以制作出最出色的演示。 一旦知道了我们想做的事情,它就会焕发出新的活力,每个人都要加倍努力才能实现它。

最终冲刺技巧 (Tips for the Final Sprint)

TerraChi: Stick to your game plan! Don’t get distracted on the small details. Make sure that your core mechanics work and are fun! Trust the process you and your team have put in place. There are always reasons and excuses to get distracted, having a good game plan to come back to keeps you focused. Have a checklist with weekly and daily tasks you want to get through. If the list is to big, break it down into smaller lists. Using Trello for this is great! It helps provide transparency and oversight for the whole team.

TerraChi:坚持您的游戏计划! 不要分散小细节的注意力。 确保您的核心机制正常工作并且很有趣! 相信您和您的团队已制定的流程。 总是有理由和借口分散注意力,有一个好的游戏计划可以让您专注。 有一份清单,其中包含您要完成的每周和每日任务。 如果列表太大,则将其细分为较小的列表。 为此使用Trello很棒! 它有助于为整个团队提供透明度和监督。

Photo Courtesy of UTS Animal Logic Academy

照片由UTS动物逻辑学院提供

Build and test early and often! You want to keep an eye on that framerate, and make sure when you are adding more detailed assets, more interactions, more anything, that you do a test build and try it out. It shouldn’t come as a surprise at the end, why your framerate has dropped, or something is glitchy. Early and often builds will get you ahead here.

尽早并经常进行构建和测试! 您想关注该帧速率,并确保在添加更多详细的资产,更多的交互以及更多的内容时,可以进行测试构建并进行尝试。 最后,帧率下降或出现小故障,这不足为奇。 早期且经常进行的构建将使您在这里领先。

Don’t be afraid to make the difficult decisions. Unfortunately, with a deadline looming, sometimes you must cut ideas from your original plan. This can be difficult but is often better for the project. Having a board of stretch goal and wish list items is great for this. I usually get our students to break it into three categories. “Must Haves” – these are key to the core experience, without these the experience loses its uniqueness and true value. “Nice to have” – these are extra’s, but with them bring that added level of polish to the experience and visuals. However, without them, the project still works and is unique. “Wish List” – these are all the lovely extra’s. like dotting your “I’s” and crossing your “t’s”. If you can get wish list items into your experience, you are doing well! However, always prioritize “Must Haves” and “Nice to have’s” over this

不要害怕做出困难的决定。 不幸的是,由于最后期限迫在眉睫,有时您必须从最初的计划中删除想法。 这可能很困难,但通常对项目来说更好。 有一个伸展目标板和愿望清单项目非常适合此。 我通常让我们的学生将其分为三类。 “必备” –这些是核心体验的关键,没有这些,体验就会失去其独特性和真正的价值。 “必备” –这些都是多余的,但随着它们的加入,为体验和视觉效果带来了更多的提升。 但是,没有它们,该项目仍然有效并且是唯一的。 “愿望清单” –这些都是可爱的附加物品。 就像点了“我的”和“ t”一样。 如果您可以将愿望清单项目添加到您的体验中,那么您就做得很好! 但是,始终优先考虑“必备品”和“必备品”

One Hand Clapping: My advice for the last month of development is to not get lazy. I’m definitely guilty of thinking things were good enough when they weren’t, and without seeing teammates continue to push, I would’ve called a wrap much earlier. I’m not saying you have to stay up all night every night, but the game you’re working on should be something you’re proud of. You’ve already worked incredibly hard on it, so don’t get lazy now.

一拍手:我对开发的最后一个月的建议是不要懒惰。 我绝对以为事情还不错就觉得很内,,如果没有看到队友继续努力,我会更早地做出结论。 我并不是说您必须每晚都熬夜,但是您正在开发的游戏应该令您感到骄傲。 您已经为此进行了非常艰苦的工作,所以现在不要懒惰。

Photo Courtesy of Bad Dreams Games

照片由《恶梦游戏》提供

In the last month of development, I would make sure that you have someone constantly running through the entire game and writing down all of the small bugs or inconsistencies so that you can start crossing those off of the list. But also keep in mind that you can polish a game into eternity and lose track of the larger issues. Don’t get caught up making all of the colliders perfect or all of the sound levels balanced until you’ve made finished making the actual game. The small things matter less than the experience as a whole, and the small things often take more time to fix despite being easier to fix.

在开发的最后一个月中,我将确保您不断有人在整个游戏中运行并记下所有小错误或不一致之处,以便您可以将它们从列表中剔除。 但也要记住,您可以将游戏完善到永恒,而不必关注较大的问题。 在完成实际游戏的制作之前,请不要使所有对撞机都达到完美或平衡所有的声音水平。 小事情的重要性不及整体经验小,尽管更容易解决,但小问题通常需要花费更多时间来解决。



As you prepare for the last month of the challenge, take the advice of students who have been in your shoes! Make sure to properly scope, prototype, and playtest to make these next few weeks productive! Join the Challenge on Connect and build something!

在为挑战的最后一个月做准备时,请听过鞋子的学生们的建议! 确保适当地确定范围,制作原型和进行游戏测试,以使接下来的几周变得富有成效! 加入Connect挑战并建立东西!

翻译自: https://blogs.unity3d.com/2019/01/04/the-final-month-of-the-unity-global-student-challenge/

unity学生demo

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