modbus调试团结_团结12天2总结

modbus调试团结

Day two of Unite kicked off with a fantastic talk by renowned game designer Brian Fargo, who spoke about the creative autonomy he’s achieved while developing the highly anticipated Wasteland 2. Fargo and studio InXile are firing on all cylinders with their first Unity project, the sequel to the celebrated Wasteland. “We’ve been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord,” he told the packed audience in Amsterdam. “We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we’ve taken our first screenshots. The bottom line is that, without any interruption, we’re kicking ass.” Fargo talked about the evolution of the industry that he’s worked in for some 30 years, and how the move away from the traditional console model has empowered him and other small teams, with new platforms, new distribution methods, crowd-funded financing, and of course new development tools like Unity. InXile raised more than $3 million for the development of Wasteland 2 through Kickstarter. “I’m slow to the party on this one, but we’re really utilizing it in a big way,” Fargo said of his embrace of the Unity toolset. “People ask why we chose Unity, and it has a lot of technical positives, but really, for me, it came down to the [Asset] Store, the communication and the sharing of knowledge. That’s the real power of Unity—it’s not the technical aspects. You can’t beat the crowd.” Wasteland 2 currently uses some 49 different assets from the Asset Store, and Fargo said that he expects that number to reach 500 by the game’s release date. He said this has allowed InExile to make rapid progress, and get the most out of its budget. Later in the day, Silicon Jelly’s Jaroslav Stehlik and Jakub Kucera spoke about their team’s workflow secrets, while Unity’s Kuba Cupisz and Tim Cooper spoke about the keys to success with Unity’s rendering pipeline. Unity’s Erland Körner and Renaldas Zioma spoke in detail about the short film they created in collaboration with UK film and TV studio Passion Pictures, entitled The Butterfly Effect.

团结的第二天开始时,著名的游戏设计师Brian Fargo进行了精彩的演讲,他谈到了他在开发备受期待的Wasteland 2的过程中所实现的创造性自主性。Fargo和Studio InXile通过其第一个Unity项目“续集”向所有角色射击。到著名的荒原。 “我们在《荒原2》上进行了大约100天的工作,没有任何公司霸主的干扰,”他在阿姆斯特丹的听众说。 “我们已经完成了数百页的设计,加入了第一批音乐,运行了基本的UI,并拍摄了第一张屏幕截图。 最重要的是,我们正在不断踢屁股。” Fargo谈到了他从事该行业已有30年的历史,以及摆脱传统控制台模式如何通过新平台,新发行方式,众筹资金以及当然会开发新的开发工具,例如Unity。 InXile通过Kickstarter筹集了超过300万美元用于开发Wasteland 2。 “在这个聚会上,我很慢,但是我们确实在大范围地利用它,”法戈谈到他对Unity工具集的拥护时说。 人们问我们为什么选择Unity,它具有很多技术优势,但实际上,对我而言,它归结于[资产]商店,沟通和知识共享。 那才是Unity的真正力量,而不是技术方面。 你无法击败人群。” 目前,Wasteland 2使用的是Asset Store中的49种不同资产,Fargo表示,他预计到游戏发布之日该数字将达到500。 他说,这使InExile得以Swift发展,并从预算中获得最大收益。 当天晚些时候,Silicon Jelly的Jaroslav Stehlik和Jakub Kucera谈到了他们团队的工作流程秘密,而Unity的Kuba Cupisz和Tim Cooper谈到了Unity渲染流程成功的关键。 Unity的ErlandKörner和Renaldas Zioma详细介绍了他们与英国电影电视工作室Passion Pictures合作创作的短片《蝴蝶效应》。

I hope to find some time later to talk a little about the awesome Awards Ceremony and epic party :)

我希望以后能找到一些时间来谈论一下很棒的颁奖典礼和史诗般的聚会:)

翻译自: https://blogs.unity3d.com/2012/08/24/unity-day-2-and-awards-ceremony-summary/

modbus调试团结

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