Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars.

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Faked cell shading in Unity iPhone
Game

Faked cell shading in Unity iPhone

Jan 21, 2010 Unity Article 0 comments

Cell shading is nice. But if you are using Unity Engine for iPhone until now, it's not supported. For Alpha Wars: Orion we are doing it the "other way...

SPS Developer Diary: Part 2
Seed Pod Shuffle

SPS Developer Diary: Part 2

Jun 28, 2010 Seed Pod Shuffle Article 0 comments

In this installment, we look at the central focus of Seed Pod Shuffle - Jasmine's home.

Developer Interview: Soenke Seidel
Pirates of New Horizons

Developer Interview: Soenke Seidel

Jul 14, 2010 Pirates of New Horizons Interview 1 comment

Cap'n Frie here bringing ye landlubbers fresh booty! I blabbered wit' one of me hearties: Cap'n Soenke! Nothin' like swashbuckling wit' this sea dog!

SPS Developer Diary: Part 3
Seed Pod Shuffle

SPS Developer Diary: Part 3

Jul 16, 2010 Seed Pod Shuffle Article 5 comments

To mark the release of our fifth and final piece of character artwork, we're going to take you through the development of Buckthorn from the initial concept...

Giant Interview: Tom Wilcox, Technical Director
Seed Pod Shuffle

Giant Interview: Tom Wilcox, Technical Director

Jul 26, 2010 Seed Pod Shuffle Interview 2 comments

Paper Giant Studios' chief programmer talks about the challenges of creating Seed Pod Shuffle, building a 2D game with a 3D engine, and the many benefits...

IndieDB Video Spotlight - July 2010
Game

IndieDB Video Spotlight - July 2010

Aug 8, 2010 Spotlight Article 17 comments

The second ever IndieDB Spotlight video now will more VO! This month we bring you six of the best Independent releases found on IndieDB.com, both retro...

The Gameplay of Interstellar Marines
Interstellar Marines

The Gameplay of Interstellar Marines

Aug 13, 2010 Interstellar Marines Article 3 comments

Ok, so let's have a look at the game play of Interstellar Marines, what sets this game apart from all the other great games out there?

A Year in Review - Quarter Three
Game

A Year in Review - Quarter Three

Nov 25, 2010 2010 Indie of the Year Awards Article 8 comments

June through August Independent Games 2010 Releases.

A Year in Review - Quarter Four
Game

A Year in Review - Quarter Four

Nov 27, 2010 2010 Indie of the Year Awards Article 5 comments

October through November Indie Game 2010 Releases.

Players Choice - Upcoming Indie
Game

Players Choice - Upcoming Indie

Dec 23, 2010 2010 Indie of the Year Awards Article 60 comments

Indie of the Year 2010 Players Choice - Upcoming Indie

Picture of the Week
Interstellar Marines

Picture of the Week

Jan 4, 2011 Interstellar Marines Article 13 comments

Here we'll share various pictures of early concept art, test renders, design suggestions etc. which we make during production.

Post Mortem of Karoshi!
Karoshi!

Post Mortem of Karoshi!

Feb 26, 2011 Karoshi! Article 1 comment

Some things we thought to be worth sharing about the development of our multiplayer-only real time strategy game "Karoshi!".

Level Design - VisionaryX style!
A Knights Dawn

Level Design - VisionaryX style!

Mar 24, 2011 A Knights Dawn Interview 4 comments

This is how we design our Level. Check it out and tell us what you think!

Trade Secret Art Competition
Trade Secret

Trade Secret Art Competition

Apr 1, 2011 Trade Secret Competition 9 comments

Make a concept, texture, or model, and have it be featured in Trade Secret!

Pitman Krumb - The first week in development
Pitman

Pitman Krumb - The first week in development

Apr 8, 2011 Pitman Article 1 comment

After developing Karoshi! and founding our own little company RAT KING we were searching for a small but cool challenge – and found it in the “Seven Day...

Pitman Krumb - The first week in development Part II
Pitman

Pitman Krumb - The first week in development Part II

May 3, 2011 Pitman Article 0 comments

In this article we want to share the lessons we learned when making a small, but relatively complex game in just one week. The game "Pitman Krumb" was...

The Flying Saucepan!
Super BlasterChef

The Flying Saucepan!

May 6, 2011 Super BlasterChef Article 0 comments

The most deadly weapon in the kitchen, now featuring Active Reload.

Project Stormos Level Editor part I
Project Stormos

Project Stormos Level Editor part I

Aug 27, 2011 Project Stormos Article 0 comments

Here's a walkthrough (with video) of the level editor functions and controls. Make your own levels, save as a .psl and share with friends.

Subvert Enters Last Week of Fundraising
SUBVERT

Subvert Enters Last Week of Fundraising

Sep 6, 2011 SUBVERT Event Coverage 3 comments

As Subvert enters it's last week of fundraising, the team has made changes to it's fund-raising reward system and shares insight into it's development...

Special Feature on Combat System
Project Nemesis

Special Feature on Combat System

Sep 15, 2011 Project Nemesis Article 8 comments

Showing some brand new animations, giving insight into production, sharing thoughts on design - and inviting for discussion.

Developer Diary 1: Intuitive Controls
Battle Group

Developer Diary 1: Intuitive Controls

Oct 20, 2011 Battle Group Interview 0 comments

The first developer diary of Battle Group where we discuss the intuitive controls used for all four platforms

Battle Group Dev Diary 2: Immersive Story
Battle Group

Battle Group Dev Diary 2: Immersive Story

Oct 27, 2011 Battle Group Interview 0 comments

The second developer diary for Battle Group where we discuss the immersive story

5 months in development
Battlemass

5 months in development

Dec 1, 2011 Battlemass Article 0 comments

I thought it would be interesting looking back at the past 5 months of Battlemass’ development and write a little something about the development side.

IOTY Year in Review 2011 Quarter 01
Game

IOTY Year in Review 2011 Quarter 01

Dec 3, 2011 2011 Indie of the Year Awards Article 1 comment

Year in Review Quarter 01 January through till March 2011.

Designing a Hero
Cross of the Dutchman

Designing a Hero

Dec 6, 2011 Cross of the Dutchman Article 4 comments

The hero of our story, Great Pier (or Grutte Pier Donia like he was called in Frisia) was the kick-off of the design process for the game. We wanted to...

City Of Steam: David Lindsay Exclusive Interview
City of Steam: Arkadia

City Of Steam: David Lindsay Exclusive Interview

Dec 21, 2011 City of Steam: Arkadia Interview 2 comments

David Lindasy, lead designer of City of Steam, talked about the steampunk world in his mind.

General presentation of Chatty
Chatty

General presentation of Chatty

Jan 18, 2012 Chatty Article 0 comments

There's a lot to say about chatty, we will post articles about the different game and development aspects, to begin here is a general presentation of...

[Submerge] Art Hints - Mesh Creation 2/7
Submerge

[Submerge] Art Hints - Mesh Creation 2/7

Feb 24, 2012 Submerge Article 1 comment

In this series we explain the workflows for Unity 3D of our art department in seven steps. We hope this article could be useful for other game dev teams...

[Submerge] Art Hints - Texturing for Unity 3/7
Submerge

[Submerge] Art Hints - Texturing for Unity 3/7

Mar 2, 2012 Submerge Article 0 comments

In this series we explain the workflows for Unity 3D of our art department in seven steps. We hope this article could be useful for other game dev teams...

Days Of Extinction Interview on Died Again
Days Of Extinction

Days Of Extinction Interview on Died Again

Mar 11, 2012 Days Of Extinction Article 2 comments

This is an interview with Eyesodic Games Game Director Dan Kenny about Days Of Extinction on the website Died Again.

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Released May 30, 2005
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