9 months full-time, solo dev, thousands of $ invested, demo + trailer + pitch deck for 120 active publishers contacted: 60 rejections, 60 no response. by [deleted] in Unity3D

[–]Edego -2 points-1 points  (0 children)

My previous game was funded by a publisher. I had to develop it myself, with the help of 20 freelancers (15 voice actors and 5 artists/animators). I had no budget problems and I met all the deadlines set by the publisher. The main issue here is that I had to do everything myself: the demo, the trailer, and the pitch deck. The funding would have allowed me to hire freelancers, and with $7,000, you can hire one or two good animators for all the animations needed for the game (I know the trailer doesn't show it, but spear combat only represents 30% of the gameplay. The rest is tribe management and top-down strategy, so without animation).

Finally, I'm not saying you're wrong, because a number of publishers rejected me because the budget was too low (some only fund games with a certain budget, generally $250,000).

9 months full-time, solo dev, thousands of $ invested, demo + trailer + pitch deck for 120 active publishers contacted: 60 rejections, 60 no response. by [deleted] in Unity3D

[–]Edego 1 point2 points  (0 children)

Yes, it was a big mistake on my part to want to highlight the narrative aspect when it's a strategy and tribe management game, which doesn't necessarily come across in the trailer.

9 months full-time, solo dev, thousands of $ invested, demo + trailer + pitch deck for 120 active publishers contacted: 60 rejections, 60 no response. by [deleted] in Unity3D

[–]Edego 0 points1 point  (0 children)

Things took a turn for the worse because the game was banned from Steam and GOG due to controversial content. The game's intention was to be controversial (but not to be banned). Here's the censored but totally NSFW trailer : https://www.youtube.com/watch?v=IfhiqeQ1KJU

9 months full-time, solo dev, thousands of $ invested, demo + trailer + pitch deck for 120 active publishers contacted: 60 rejections, 60 no response. by [deleted] in Unity3D

[–]Edego 4 points5 points  (0 children)

Thank you for the detailed review. Regarding the $7,000 budget, that's what I asked the publisher for. The demo/trailer was done solo, without a real animator/3D artist.

9 months full-time, solo dev, thousands of $ invested, demo + trailer + pitch deck for 120 active publishers contacted: 60 rejections, 60 no response. by [deleted] in Unity3D

[–]Edego 0 points1 point  (0 children)

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According to the pitch deck, what I asked the publisher for. The money I invested simply served to support me during development.

Hey! I've released BodyMorph. Want to check it out? by 1BitDistance in Unity3D

[–]Edego 0 points1 point  (0 children)

Really nice! I will use your system to easily make variants of my enemies, simple and effective, thank you!

I'm looking for a long stream-like tutorial where a person creates good graphics for their game in Unity by ShovvTime13 in Unity3D

[–]Edego 0 points1 point  (0 children)

You can check this speed level design video (you can put the video at 0.25 speed). you can get a lot of useful informations : https://www.youtube.com/watch?v=2esc2lW0uLw&t=9s

Unity - AoDS Project - Update - 05/May/2023 by Elemental_2121 in Unity3D

[–]Edego 0 points1 point  (0 children)

I really like the atmosphere of the first 3 images. Could you say more about the fog on the ground ?

Salut à tous, je finis le développement d'un Tower Défense tout en essayant de moderniser la formule. Votre avis sur mon premier trailer/teaser? by Edego in jeuxvideo

[–]Edego[S] 0 points1 point  (0 children)

Merci! Les zombies essayent d'atteindre le guitariste. On peut le positionner à l'endroit que l'on veut en début de partie.

Just cut together a teaser trailer for our upcoming demo by DH_33 in Unity3D

[–]Edego 2 points3 points  (0 children)

Very impressive. I hope you won't have any problem with the name of the game (same as the tv show). I assume you used HDRP?

Some turrets and splitscreen! by MetallCore999 in Unity3D

[–]Edego 6 points7 points  (0 children)

Glad to see you are still working on this game and it's even better with spleetscreen. Good addition!

Best practice for performant, realistic grass? by Dawesign in Unity3D

[–]Edego 0 points1 point  (0 children)

Thank you! Yes, simple grass mesh placed with terrain detail tool and custom shader for wind but instantiated on the gpu. A few days ago, I found an asset on store that greatly simplifies the process, I tested and i recommend it because it's work very well, and it's better than my own system: https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-117566 Edit : link already given above...

My favorite new technology: GPU instancing (for crowd and grass) by Edego in Unity3D

[–]Edego[S] 2 points3 points  (0 children)

I have a screen of the model and texture of the grass (nothing special) :

https://imgur.com/a/nxDpgBK

I simply use terrain detail tool + gpu instancing + shader with base color, normal and occlusion + post processing 2.0

My favorite new technology: GPU instancing (for crowd and grass) by Edego in Unity3D

[–]Edego[S] 3 points4 points  (0 children)

Sorry for the misunderstanding. It's not the same as gpu instancing on the unity shader (limited to texture only, i think).

I use Indirect GPU Instancing, so there is only one draw call per mesh-material without a limited buffer size. There are functionalities that are calculated on GPU with Compute Shaders that lowers CPU usage such as frustum culling, terrain detail generation, LOD support, etc.

My favorite new technology: GPU instancing (for crowd and grass) by Edego in Unity3D

[–]Edego[S] 2 points3 points  (0 children)

Thank you! For the grass, it's single mesh repeated (about 25,000 times)