Hello, my name is Kyle Briggs and I am a graphics designer currently in my final year of a 4 year design course, I have been using Unity since 2011, and have seen it progress first-hand.
I think what Unity Technologies (from here on in referred to as UT) has managed to achieve is truly staggering, and the progression in physics integration, graphical enhancements and even platform compatibility and ease of use is incredibly impressive; it is safe to say, I like Unity
This public (hence the forum post) letter to UT and the Unity staff is here to ask 1 simple question, and hopefully receive a formal answer to said question, which I am sure many are wondering:
Are you likely to release the project files to the GDC (Game Developers Conference) 2016 āAdamā Realtime Technology Demo, and if so, when?
This should be in no way interpreted as impatience (bad wording maybe), but I feel that the previous GDC demo (āBlacksmithā) was released as a project far sooner than this after the event (I may be wrong about that of course).
The Adam demo is one of the most impressive and professional demos I have seen in a long time, from a graphical, and technical point of view.
The sheer attention to detail, lighting, models, layout and the addition of a small piece of storyline combined in a beginning cutscene manner is very impressive, and I thought the Blacksmith demo looked good!
For those in the Unity community who have read this far and have a puzzled look on your faces, I do apologise; the demo I am talking about is embedded below so you can marvel at the graphic fidelity.
I feel like this is quite an important question for the community as it would give many of us a better understanding of current industry graphical techniques within Unity, and how to optimise scenes and projects to look this good and also run in realtime with a good framerate.
Myself, I am most interested in the volumetric fog, which as mentioned in the Unity Special Event video, isnāt included with the Cinematic Image Effects Pre-Release, I would love to see how that works, and see it in a scene of my own, hopefully you may get around to adding it to the pack, or even releasing the entire project in the no-too-distant future.
I look forward to any replies I may receive.
Thank you all for your time, staff and community.
Kyle Briggs.