Can A Small Team Make A Big Game In Unity? Yes we can!

Hey Gang,

I have seen a lot of forum posts and posts over the net talking about how Unity is no good for “big” and “professional” PC games. I would like to dispel that myth,

Today, my first Unity game hit the stores in over 30 countries, being in nearly every store in every country that sells PC games. It is also about to be released in download format, through the major download services. You can also buy the box at retailers such as Amazon. On October 12, we ship the Mac version. The finally tally of countries will be much higher as the game is currently being localised into a large swathe of languages. After being displayed at various events by my publisher, it went viral, with retailers, distributors and publishing partners around the world looking to stock the game.

In 28 years of being in the games industry as a full time developer (I left school at 16 in 1984 to work on Commodore 64, Spectrum and Amstrad games ) to ending up at companies such as Atari and Bullfrog/EA with huge teams and even bigger budgets and nearly 20 chart games worked on, I feel that Unity has allowed the industry to come back full circle to small teams with creative ideas.

I have always enjoyed strategy and management games (hence being at Bullfrog in the footsteps of Peter Molyneux) and I wanted to do a family friendly circus management game - so “Circus World” was born. It is an A grade title, with huge amounts of assets.

There are 43 circus acts to hire, 18 animals, 80 cities to visit around the world, weather effects, multiple big tops to purchase, loads of sideshows, sideshow stock control and management, ticketing, travelling, bank loans, maintenance etc etc. It is a huge and intricate game. If you want some figures, it runs to just over 48,000 lines of code, there are over 600 character animations, 135 pop-up screens with which the player can interact, 71 unique circus visitor models, many hundreds of buildings and landscape models, about 10,000 words of text (localised to multiple languages). it is an enormous game, easily comparible with games I have worked on in the past with an enormous team.

So how many developers wrote Circus World. Well actually all the coding was done by myself and all the art by Gary Ward (who many of you will know from Impressions games and their line of RTS’s). The whole thing was just the two of us start to finish in terms of development, every line of code every asset. The first time I had ever used Unity, my first exposure to C#. Just the two of us, Unity Pro and the asset server, with the only third party product being Brady Wright’s really useful EZ Gamesaver plug-in. No technical support, no contact with the Unity team. Just Gary and I in isolation (along with a production manager at our publisher, Edward Grabowski, also originally at Impressions feeding in gameplay ideas)

Yet, we are now on the shelves, published by the largest simulation publisher in the world (under the Excalibur label in the UK - the publisher behind the platinum selling Euro Truck Simulator, the platinum Farming Simulator and scores of other titles) - available in other countries under the labels of publishing partners. It has shelf space in everywhere from Walmart, to supermarkets, to gaming multiples to independent stores. So really when people say you cannot sit with the “big boys” on the shelves, with Unity you can! To misquote that guy in the USA - as Unity developers Yes we can!

Is Unity a panacea for all coding needs? Far from it, and don’t even get me started on the GUI :). Are there bugs, sure there are. Things I would like the team to have done differently? Oh yes. All that said, with careful thought, planning and thinking outside of the box there is a workaround for everything. There are no brick walls, only challenges to be overcome. You know, in over 30 games, I have yet to make one without some challenges. That is the nature of the business and why I do this and not boring spreadsheets for a living :slight_smile:

I would rather dance on hot coals in my little frilly socks than write another 3D engine. Unity just relieved me of that chore from day 1, along with a fantastic workflow (I just got Unity VS this week to integrate in to Visual Studio, to fix another stumbling block)

Having just gone through the process, start to finish with a major project, I really can say that with Unity you CAN make a major release game, of the scope and complexity limited only by your imagination.

Thank you Unity Team! What next for myself and Gary? Well, we are having the weekend off and start our next Unity title on Monday!

PS You can see info on the game here. Please note the video is pre-alpha, so the finished game is much more polished :slight_smile:

all the best to everyone,
Jane W

All that hot air and you fail to mention your game.

I did mention the game in there, but I wasnt trying to make this an ad for the game, but a genuine testimonal for Unity. The game is called Circus World, available on PC and Mac.

Press release here:

http://www.industrygamers.com/releases/31394/

and release info here:

Congrats on the big release.

I actually had a game like this planned out, though a bit more… Facebooky.

Looks like an interesting addition to the “tycoon” style market. Keep us posted on your future titles!

Congrads on a game finished and thanks for the inspiration!!!

Saying Unity cannot make ‘big’ games I don’t think is justified either :slight_smile:
Some studios have had some very successful results.

Well done on your launch, I haven’t played a good management game in a while and will check out your Circus game, it sounds interesting.

PS : Did you also work on Street Cleaning Simulator? :smile:

no I can lay no claim to the delights of Street Cleaning Simulator :slight_smile: :slight_smile:

Well done. We are making a big game with a small team also. It may take us longer but the game will get made.

Its not Unity that limits teams. Take a look at the Unity showcase of games.

Every good game made in Unity helps us all.

Thank you for your post.

:slight_smile: Sorry

I like the concept of your game I was about to create a tiger tamer and tiger in Blender for an animation cut scene myself so I’m a bit prejudiced in your game’s favor. I will check out your circus game when I can afford it although I’m scared of clowns, especially clowns with green hair. I had me own ideals about what to include in a circus game and am curious to see what you’ve included.

Out of curiosity, given things like the high wire and other acts this game lends itself naturally for the mobile phones. Why do you not target that? Poor pricing model or oversaturated stores?

I could see this being a good game for the WiiU.

I think the biggest thing for me was making sure that I treated Circus World on Unity like any other game project I had worked on. Unity does a lot for you, but it will bite you if you don’t optimise your code. I treated it just like one of the major team projects I worked on in C++ in VS. You need to pay careful attention to optimisation at every juncture, from cacheing references to just being very savvy in how many objects and textures do you really need on the screen at one time and culling your own stuff before it even gets to the Unity engine. If you just throw everything at the renderer and hope it sticks then its a recipe for trouble. You really have to help the Unity engine to help you. I saw a video on the Unity website today from Joachim on optimisation and he hit the nail on the head.

Our next project is considerably more ambitious, but I am really confident with a carefully designed architecture and avoiding pitfalls it will be completely achievable in Unity.

Who is Excalibur Publishing? They should help with the tech specs aspect more then they have.

Rather that stating the graphics requirement as a brand of video card and a certain model at that you should have them state it as a DirectX or openGL API level. Or can you have your publisher produce a signed app to test for os and graphics compatibility before buying your product. Maybe Unity could create a template as a test for their customers. Could the Unity Webplayer be used to test for directX or openGL API level?

The less one needs a ‘tech savvy’ interpreter to even decide whether to buy your product the better. At first glance I thought my computer wouldn’t run it but of course it will. After all your game has a wider general audience than teenage boys and tech professionals.

Goat,

Excalibur are the largest simulation publisher in the world (they publish under quite a lot of different brand names as they run multiple labels and have publishing partnerships in scores of territories, for instance with EA Origin in the USA, to name but one, Astragon In Germany etc etc), along with being the largest independent publisher in the UK

Every sort of simulation and strategy under the sun, from train simulations, to stand alone simulations, to developing and publishing expansion packs for Microsoft Flight Simulator. They have a portfolio of hundreds of titles, that are very diverse, from Farming Simulator to Euro Truck Simulator (both of which hit number 1 in the European PC charts) As mentioned above, they also do other products, with the company split into multiple labels and divisions.

Under their Contact Sales division, they are also one of the worlds largest distributors, handling retail distribution for many other publishers.

So you won’t see the Excalibur logo in Kentucky, as the products will be under a partner label, which also applies to my Circus World title :slight_smile:

I will pass on your comments to them, I appreciate the feedback, thanks for that :slight_smile:

Jane

LOL, tell them their portal page it too noisy. How can potential customers shop at work with that music playing; although I keep my speakers at work turned off and avoid those type pages at home.

Thank you. Yes this is wy we are taking so long. Its not just about how cool it would be to throw 100 mobs at the player, its about creating a good encounter within the unity render limits. Our coder works quite hard at making sure to optimise our code. Also most teams drop the ball when it comes to the polish stage. We plan on taking this stage very seriusly.

We watched that video also. We do things as a team so I made sure everyone saw it.
You guys have done a good job. Thank you for your advice. Its always welcome.

I agree with you totally on the mobs. Its a long time since I coder a shooter, but when I did Alien Vs Predator on the Jaguar console I was really limited in just how many characters I could get on the screen.Just rendering the environment sucked most of the processor dry. So, I worked hard on making every encounter as memorable as I could, giving the creatures stealth rather than weight of numbers. I saw testers jump out of their seats at Atari during beta, when playing on the big screen in a darkened room. It’s not about how many mobs you throw at the players but what you do with them.

Team cohesion is really important. If you have the right team, who know each other and more importantly know how to work with each other, you can create magic. I will be totally honest as say the best team I ever had was my team at Bullfrog. We would spend more time together out of work hours than in work hours as we became a family, with those relationships still persisting today. I do genuinely believe I had the privelege of working with the best team in the world at that time. My lead designer was James Leach, who went on to be the Lead Designer for the Fable series at Lionhead. Jan Svarovsky the smartest programmer I ever worked with, who is now famous for his contributions to Game Programming Gems. Glenn Corpes who was the lead programmer on Populous. Matt and Neil and Chris, the best artists Bullfrog ever had, who did wonders with Theme Park, Syndicate, Populous et al.

If you get the right team, the right working environment and you get a system going, you can really go places.

Congrats on your new release! Do yourself a favor - allow yourself a few moments, each day to savor this accomplishment. Whether it makes a huge splash or lands with a thud, getting this far is something to be grateful for!

Gigi

Anyone else get a “Bob the Builder” vibe from the title? :wink:

Interesting game.

that is a really good sentiment, thank you!