Giancarlo Todone Rapid prototyping with C# and Unity3D

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31 Οκτ 2013 (πριν από 3 χρόνια και 7 μήνες)

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Giancarlo Todone
Rapid prototyping
with C# and Unity3D
(...and maybe some other great tools, too... notably TilEd)

1. Rapid prototyping: why?
Faster prototype != faster delivery...
Isn't “quick” == “raw” ??
Can prototype be reused?
Doesn't it require time to learn how to prototype?


Waterfall method
Agile methods

Also: videogame is a complex medium...

Developing single contributes without a chance to test them
together until the end would be like running looking at your own shoes

canned engines

graphic engine
ath library
UIs / editors
No need to code every little thing
from scratch
Guided development method
Active communities /
documentation available
Continuous improvements over time
Non-developers can play, too :)
Lack of flexibility
Guided development method

Possibility of bad performances

coder laziness”

Costs (not just $$)

Chances of “bad surprises”


...and tons more (just google/wikipedia for “game engine”)
(all logos are property of respective owners)

A prototype is not a polished game
...and regardless: “whatever floats your boat...”

* = not to be confused with “Angry Birds (© by Rovio)”

Precise 3D placement of objects
Realtime editing of entities properties
Hierarchy handling
2D tile-quantized placement
Must reload level to see changes
Simple organization in layers
Just an example:

Photo by Mark Feenstra

Usually tiles are something like this: you can do this:

...or something like this: you can do this:
Seamless connection of constructive elements

3D tiles seem to be a natural extension

We can use simple 2D editing functionality and still get our 3D environment

3D pieces are not necessarily bounded to square tile limits:
some tricks allow this to be reflected in 2D models

* = not to be confused with “Angry Birds (© by Rovio)”

Automap or similar functionalities allow for complex scheme generation from simple input

* = not to be confused with “Doom (© by id software)”

Demonstrated material is available at
All contents (texts, images, etc) are
by Giancarlo Todone unless otherwise specified, and available with
same license attributed to this presentation.
Thanks to Mark Feenstra to be so kind to allow his picture usage
Thanks to LEAP motion which allowed the demonstration
of their device (if i managed to save enough time to show it)