"There's no need to reinvent the wheel... [Using Unity] removes the need for maintaining overhead for the technology."In this free GDC Vault video from GDC Next 2013, Grand Cru lead graphics programmer Harri Hatinen says his team chose Unity for the client side of their mobile social MMO. This freed up time to focus on creating quick and efficient procedural algorithms for vibrant terrain, which he covers in the talk "Graphics Technology Challenges and Innovations for iOS in Supernauts." Other GDC Next 10 talks already available for free include Josh Sawyer of Obsidian on Making a 90s-style PC RPG for today with Project Eternity, Storyteller creator Daniel Benmergui on using plot devices to create gameplay, HumaNature's Greg Johnson on connecting players emotionally in DokiDoki Universe,The Odd Gentlemen's Matt Korba on 'using Lego and literary genius to prototype Wayward Manor', Double Fine 'rethinking the adventure genre' for Broken Age, Team Dakota on Microsoft multiplatform MMO Project Spark and 'turning players into creators', Capy's Nathan Vella on Super Time Force and "turning game jam games into 'full' games", and SWERY on D4 and 'taking control of the Xbox One's Kinect.'
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Video: tricks for procedural terrain generation in iOS MMO Supernauts
Supernauts lead graphics programmer Harri Hätinen discusses the algorithms behind the iOS social MMO's procedural terrain generation, making it quick and efficient to appease all players and devices.