mac profi_Profi开发人员背后的团队访谈

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A chat with Asset Store publisher Profi Developers

与Asset Store发行商Profi Developers聊天

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您在资产商店中卖什么? (What do you sell in the Asset Store?)

Daniel Sklar (CTO): We primarily prepare 3D environment assets, such as cities, nature, and industrial or military buildings and vehicles. We also produce helpful tools, such as scripts for camera control, simple photo galleries on mobile devices and even a little sound bank. Over the two-year history, we have created over 120 packages. The major opportunities we see in the future are in Unity packages with content for smart devices.

Daniel Sklar(CTO):我们主要准备3D环境资产,例如城市,自然环境以及工业或军事建筑和车辆。 我们还提供有用的工具,例如用于摄像机控制的脚本,移动设备上的简单照片库,甚至还有一点声音。 在两年的历史中,我们已经创建了120多个软件包。 我们将来看到的主要机会是在Unity软件包中,其中包含智能设备的内容。

Why do you make the products you do?

您为什么要制造自己的产品?

Daniel Sklar: After many years in game development, we’ve gained a lot of experience which we like to pass on. It’s in this spirit that we provide assets that are well optimized and can serve as learning material for aspiring artists, or as a great set of assets for game designers which allow them to create a rich environment for their gameplay mechanics.

丹尼尔·斯克拉(Daniel Sklar):经过多年的游戏开发,我们已经积累了很多经验,我们希望继续进行下去。 本着这种精神,我们提供经过优化的资产,可以作为有抱负的艺术家的学习材料,也可以作为游戏设计师的大量资产,使他们能够为自己的游戏机制创造丰富的环境。

Tomas Moucka (Unity Asset Store Project Leader): We aim to make the work easier for any Unity user, especially novice designers and developers. We try to optimize our products to be usable on different platforms, not only on PC but also for mobile devices.

Tomas Moucka(Unity资产商店项目负责人):我们的目标是使任何Unity用户(尤其是新手设计师和开发人员)的工作更加轻松。 我们试图优化我们的产品,使其不仅可以在PC上使用,而且可以在移动设备上使用。

Do you have any advice for developers who might use your tools?

您对可能使用您的工具的开发人员有何建议?

Tomas Moucka: The main advice: if you can buy something, it’s always the fastest and cheapest development solution. Don’t be afraid to buy an asset, it will definitely save you a lot of time, trouble and ultimately money in the development process.

Tomas Moucka:主要建议:如果您可以购买某些东西,它始终是最快,最便宜的开发解决方案。 不要害怕购买资产,它肯定会为您节省很多时间,麻烦,并最终在开发过程中省钱。

Daniel Sklar: As I mentioned, sometimes it happens that a customer who bought our asset needs help with its use and application in Unity. In this case, we will gladly help and advise them. On our site you’ll find a form through which you can contact us. Feel free to ask us anything!

丹尼尔·斯克拉(Daniel Sklar):正如我所提到的,有时会发生一个购买我们资产的客户需要在Unity中使用和应用资产方面的帮助。 在这种情况下,我们将很乐意为您提供帮助和建议。 在我们的网站上,您会找到可以与我们联系的表格。 随时问我们任何事情!

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What is your professional background?

您的专业背景是什么?

Daniel Sklar: I’ve been working with 3D graphics since 1997. In 2000 I worked at Plastic Reality Technologies (PRT) where I met Tomas. I eventually became a Lead Artist there. I’ve worked on titles like El Matador and Korea: Forgotten Conflict (for the latter, I even had the good fortune to appear in the photo collage on the game’s box). After that I was at Illusion Softworks (which later became 2K Czech) where I worked on the AAA title Mafia 2. I worked in many positions over three and a half years, from Technology Artist to Data Manager to Lead Technology Artist on mission locations in the city.

丹尼尔·斯克拉(Daniel Sklar):自1997年以来,我一直从事3D图形工作。2000年,我在Plastic Reality Technologies(PRT)工作,在那里我遇到了Tomas。 我最终成为那里的首席艺术家。 我曾制作过《 El Matador》和《 Korea:Forgotten Conflict》等游戏(对于后者,我什至有幸出现在游戏盒的照片拼贴中)。 此后,我在Illusion Softworks(后来成为2K捷克语)工作,从事AAA级头衔“黑手党2”的工作。三年半的时间里,我担任过许多职位,从技术美术师到数据经理再到首席技术美术师,都在该办事处工作。城市。

To produce and play games is my job, hobby and passion. It is a discipline that has almost limitless possibilities and in which, in addition to the ever-shifting technological options, you are constantly learning new things.

制作和玩游戏是我的工作,爱好和激情。 这门学科几乎具有无限的可能性,除了不断变化的技术选择之外,您还在不断学习新事物。

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Tomas Moucka: I’ve worked in graphics for 12 years. I started at Plastic Reality Technologies (PRT). PRT brought together an amazing group of people and, for a small team, managed to make great games. It eventually closed in 2006, after the game El Matador. I then joined Illusion Softworks as Senior Graphic Designer and started work on the environment for Mafia 2. In 2008, I became the lead of the ten member team creating the city for the game. In 2010, Mafia 2 was successfully published. Tomas Moucka:我从事图形工作12年了。 我从塑料现实技术(PRT)开始。 PRT聚集了一群了不起的人,并且对于一个小型团队来说,他们创造了出色的游戏。 在游戏《斗牛士》(El Matador)之后,它最终于2006年关闭。 然后,我以高级图形设计师的身份加入Illusion Softworks,并开始从事《黑手党2》的环境工作。2008年,我成为10个成员团队的负责人,为游戏创建了这座城市。 2010年,《黑手党2》成功发行。

In 2011 Daniel, who had already left 2K Czech, offered me a position at Profi Developers and so I joined the team. For me, creating graphics is a joy and what could be better than having a job which is also your hobby?

2011年,已经离开2K Czech的Daniel向我提供了Profi Developers的职位,因此我加入了团队。 对我来说,创建图形是一种乐趣,还有什么比从事自己的业余爱好更好?

What role does the Asset Store play in your life as a middleware developer and game designer?

作为中间件开发人员和游戏设计师,资产商店在您的生活中扮演什么角色?

Daniel Sklar: It’s a great platform for the dissemination of Unity creations and a great place to begin development. If you want to make a game, you can find a similar concept on the Asset Store, which you can study or simply use in your game.

丹尼尔·斯克拉(Daniel Sklar):这是传播Unity创作的绝佳平台,也是开始开发的绝佳场所。 如果您想制作游戏,可以在Asset Store中找到类似的概念,您可以在游戏中学习或简单地使用它。

For me it‘s very interesting and encouraging that our assets are successfully being used all over the world. It’s a great feeling especially when I know how much effort it took to build it all. We strive to maintain a constant quality in the production of all components, whether it’s textures, polygons, sounds or annotated scripts. We go to great lengths to communicate with users when problems arise, to resolve them and to satisfy all. It is our daily bread.

对我来说,我们的资产在世界范围内得到成功使用是非常有趣和令人鼓舞的。 感觉特别棒,尤其是当我知道要花多少精力来构建所有东西时。 我们努力在所有组件的生产中保持恒定的质量,无论是纹理,多边形,声音还是带注释的脚本。 当出现问题时,我们将竭尽全力与用户进行交流,以解决问题并使所有人满意。 这是我们的日常面包。

What can Unity developers look towards in the future from your company? 

贵公司的Unity开发人员将来会如何看待?

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Ondrej Homola (CEO): We are thinking hard about what the real pain points are for developers. In particular, we see indie developers have a huge issue getting sales traction on web and mobile platforms such as the App Store, Google Play, Facebook and the Windows Store. Ondrej Homola(首席执行官):我们正在认真考虑开发人员的真正痛点。 特别是,我们看到独立开发人员遇到了巨大的问题,无法在Web和移动平台(例如App Store,Google Play,Facebook和Windows Store)上吸引销售。

We’ve already been asked several times by developers to also help with publishing. Who knows, maybe we’ll start to serve developers as a publisher as well.

开发人员已经多次要求我们提供发布方面的帮助。 谁知道,也许我们也将开始以开发人员的身份来服务开发人员。

Tomas Moucka: We are constantly working on new assets. Currently, we’ve been focusing mainly on industrial buildings, vehicles and a larger package of skyboxes.

Tomas Moucka:我们一直在努力开发新资产。 目前,我们一直专注于工业建筑,车辆和更大包装的天窗。

Daniel Sklar: Overall, we want to prepare high-quality assets that will help you produce great titles! We’re also considering auxiliary superstructures for the Windows RT and Windows Phone platforms, which would be a simple way to help with some aspects of development. For now, I don’t want to reveal any more!

丹尼尔·斯科拉(Daniel Sklar):总体而言,我们希望准备高质量的资产,以帮助您产生出色的头衔! 我们还在考虑Windows RT和Windows Phone平台的辅助上层结构,这将是帮助开发某些方面的简单方法。 现在,我不想透露更多信息!

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What is your vision for the future of game development?

您对游戏开发的未来有何看法?

Tomas Moucka: The driving force in development will now be a new generation of consoles which, thanks to their enormous power, will allow developers to push all aspects of their games forward, especially in terms of visual experience. But there is also a huge market for mobile phones and tablets, as their power grows. Their marketability is growing every day by incredible leaps! For small teams just starting up, the mobile and tablet platforms are absolutely perfect. With the help of the Unity Asset Store, they can create amazing projects and games. It is exactly for these devices that we are also trying to optimize our assets.

Tomas Moucka:开发的驱动力现在将是新一代游戏机,由于其强大的功能,开发人员可以推动游戏的各个方面向前发展,特别是在视觉体验方面。 但是,随着功能的增强,手机和平板电脑也有巨大的市场。 他们的可销售性每天都在以惊人的速度增长! 对于刚起步的小型团队来说,移动和平板电脑平台绝对完美。 在Unity Asset Store的帮助下,他们可以创建出色的项目和游戏。 正是针对这些设备,我们也在尝试优化我们的资产。

Ondrej Homola: I believe that the whole industry will be driven by mobile platforms. What I expect to see is that most games will transform into free to play models with very limited direct monetization. Mainly, we will see advertising as the key monetization element.

Ondrej Homola:我相信整个行业将由移动平台驱动。 我希望看到的是,大多数游戏将转变为具有非常有限的直接获利能力的免费游戏模型。 主要,我们将广告视为主要的获利元素。

I think there will be some niche markets where customers will be ready to pay. I also suspect that we will see stronger traction on Facebook as a platform soon.

我认为会有一些利基市场,客户可以随时付款。 我还怀疑我们不久将在Facebook平台上看到更大的吸引力。

Daniel Sklar: After a long drought, new devices are arriving which allow you to move the player experience to the next level next. I’m referring to devices like Google Glass, Oculus Rift, etc. Sometimes I worry where it is all leading to. However it’s a tremendously great opportunity for innovative people and I think we will see a lot of interesting things.

丹尼尔·斯克拉(Daniel Sklar):长期干旱后,出现了新设备,使您可以将播放器的体验提升到一个新的高度。 我指的是Google Glass,Oculus Rift等设备。有时,我担心它们的全部来源。 但是,这对于创新型人员而言是巨大的机会,我认为我们会看到很多有趣的事情。

翻译自: https://blogs.unity3d.com/2013/08/26/interview-with-the-team-behind-profi-developers/

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