Whether you’re planning for the future or looking to speed up your current development process, chances are you could use a quick boost. That’s why this month’s Publisher Sale focuses on top-notch tools to support game creation – no matter your game’s genre, platform, or general goals.
In fact, we’ve teamed up with three esteemed publishers, Pixel Crushers, Digital Ruby (Jeff Johnson), and Davit Naskidashvili to offer their one-of-a-kind tools at up to 50% off. But you only have until November 8 to get in on these incredible deals, so don’t miss out.
Pixel Crushers’ Tony Li has an impressive background as a game developer specializing in AI. He first started using Unity in 2010, while working on indie RPGs. That’s when he decided to take the next step: “Writers liked my dialogue module enough that I [wanted] to make it available to others on the Asset Store.” Shortly thereafter, his renowned Dialogue System for Unity came to fruition.
After publishing the Dialogue System, Li tackled other more traditional development hurdles surrounding character-driven narrative games. More specifically, he created Quest Machine, a user-friendly, visual editor and management system for all sorts of quests – small to intricate, hand-authored to procedurally-generated. Then, of course, there’s Love/Hate, which allows Non-player Characters, or NPCs, to react dynamically to gameplay activity, so that designers no longer have to hard-code responses according to specific player actions.
Inspired by the many talented developers and creators around him, Li is glad that Pixel Crushers’ assets are so often used to bring the narrative aspects of games to life – whether we’re talking about the deep role-playing of Disco Elysium, the laidback experience of delivering mail in Lake, or just about anything in between.
“My philosophy and the thing that motivates me every day is giving designers the tools they need to make their stories a reality in Unity,” shares Li. “The guiding principle is making tools that a new developer can use to make a great game, [and] an experienced developer can leverage to push the technical envelope. Those developers, both new and experienced, are to thank for the tools’ constant improvements [...] like gamedev itself, [this] really feels like a collaborative effort with the entire Unity community.”
Jeff Johnson of Digital Ruby started making games in childhood, and even recalls taking on his first project at just seven years old! Naturally, this compelled him to further pursue his passion, which led him to Unity years ago. Johnson explains why he’s been hooked ever since: “I’ve really enjoyed the ease of use, and especially C# scripting. Not having to worry about the complexity of each platform has been a huge time-saver.”
As a creator of visual effects, Johnson is constantly looking at real-world, day-to-day details surrounding the weather and lighting, and wondering how to render them for mobile. It is this interest that first fueled the creation of his versatile gesture pack: “Rendering complex visual effects is very difficult. I’ve literally spent thousands of hours on my assets, and hope that I can save [other] game developers that amount of time by providing these solutions out of the box.”
By staying on top of the latest rendering technologies and methods, Johnson continues to blaze a trail for what’s possible. He reveals, “Trying to render amazing-looking clouds at hundreds of frames per second, for instance, has been one of the hardest and most rewarding software projects I’ve ever done.”
David Naskidashvili was initially introduced to Unity about a decade ago, while working as a software engineer for a private corporation. As he confesses, it was love at first sight: “I really fell in love with Unity, how simple and easy it is to use from the point of view of a programmer.”
After a few months of working in Unity, he was able to release his first asset on the Asset Store, Subsurface Scattering Shader, which is still on the market and fully supported after all these years. This is what inspired him to leave his job and become a full-time Unity asset developer about six years ago: “It’s such an incredible opportunity to do the job I like, and at the same time, travel around the world and not be tied [down] to one place – office or home – to work from.”
To this day, Naskidashvili remains focused on expanding his repertoire of shaders and Editor extensions.
Take advantage of time-saving tools in this three-in-one Publisher Sale. Save 50% on all Pixel Crushers, Digital Ruby, and David Naskidashvili assets until November 8, and download three free tools with the coupon code here.