Rainer Angermann is the co-founder of Rarebyte, a game development studio based in Graz and Vienna that has developed over 25 titles since 2006. Rarebyte focuses on agile development with low overhead costs and works on games, mobile apps, and public installations. In the past Rarebyte attempted to develop two large multiplayer online games called Greedy Fly and ParadiGm but these projects were never released. Rarebyte's first successful release was the 2006 game Waterstorm, developed using their own game engine and editor. Since then, Rarebyte has developed games using the Unity game engine and provides libraries and tools to help with common game development tasks like asset loading and localization.
3. • Games
• Mobile apps
• Public installations
• Headquarters: Graz, Vienna
• 25+ titles since 2006
• Agile, low overhead
• Work for hire
• Game porting
• Game development from
scratch
RAREBYTE
4. • Rarebyte as unincorporated association since 1999
• ParadiGm – FPS, own engine, own editor, never released
THE BEGINNING
11. UNITY – WHY USE IT?
• Focus on making games
• Affordable
• Community
• Re-use code and assets
• All major platforms
12. „Small“ Projects:
• Setup scene in Unity
• Write some code
• Test in Unity editor
• One target platform
„Build and Run“
and you are done!
BUILD PROCESS
24. POOLING
• Expensive Instantiate() calls
• Use a pool for game objects that need to be instantiated/killed
frequently
• https://unity3d.com/learn/tutorials/modules/beginner/live-training-
archive/object-pooling
25. ADVANCED OPTIMIZATION
• C# Memory and performance tips for Unity:
http://www.somasim.com/blog/2015/04/csharp-memory-and-
performance-tips-for-unity/
• for-each vs. for etc.
• GC
26. GENERAL ADVICE
• Code style/readability (format your code!)
• Use English for all names etc.
• Do not be afraid of refactoring/renaming
• Use a portrait resolution if your game is portrait
• MonoBehaviour/inspector: Use private members with
[SerializeField]
• Unity Console (errors/warnings)