Posts Tagged ‘Android’

Nebula Nine – Update

Sunday, June 10th, 2012

Hey everyone!

I made a short trailer that shows off the game play in Nebula Nine, which I wrote a little about before. The reason for making this small prototype game was to try out game development for Android. Further more I wanted to see how I could implement the game design idea behind mine and Tobias Lundström’s previous short game The Reach, and try it out on a mobile platform. The end result worked out well and some features that we had to cut from The Reach are implemented, although not on a fully operational level but rather as a proof of concept. The music in the trailer is made by Kristoffer Beijer. Check it out below!


Jakob Lindh

Weekly Update

Tuesday, September 20th, 2011


I’m back again for a new weekly update. A tad too late to really be counted as a weekly update, but nonetheless!

This week I’m going to share some of my experience with the Unity 3D game engine so far, and shortly discuss some of it’s greatest strengths and why I have choosen to use it as one of my weapon’s of choice for this semester.

Why Unity 3D?

Unity 3D is being continously developed by Unity Technologies, and it is according to me one of the most powerful and versatile game engines currently on the market together with Epic Games’ Unreal Development Kit (UDK). I have only worked with Unity 3D for a couple of weeks now, but below I’ll list some of the features that made me dive deeper into the engine.

Deploy your game everywhere!

Unity 3D has a very wide range of platforms that you can deploy to, including PC, Mac, Web, Android, Iphone, as well as the current generation of stationary consoles. This is probably one of the engine’s greatest strengths.

User friendly, sleek, and easy to get into

From my experience Unity 3D is fairly easy to use and get into. The interface is streamlined and functions and features are often self explanetory. Also, there are a lot of systems already in place for you to use, like first person controllers and particle effects.

Wide developer base and big community

There are a lot of developers that are currently using Unity 3D. This opens up for a large community where you can share ideas and thoughts, as well as quickly find help and solutions if you get stuck.

Low cost and royalty free

Unity 3D has a very reasonable price for the Pro version, which lets you deploy to PC, Mac and Web. Additional licensing is required for the other platforms, like consoles, Android and Iphone development. The Pro version gives you access to more features, for example the ability to use external version control and more powerful graphical features.  However, there is a free version with the more advanced features removed, as well as discounted student licenses. But the best thing is that Unity Technologies does not take any royalties what so ever for anything you create and sell with any of the licenses. Great!

What am I doing with Unity 3D right now?

Learning the ropes

For the last couple of weeks I’ve been going through tutorials and trying out different things to get the hang of most of the features that Unity has to offer. I’ve mainly been using 3DBuzz’s excellent video tutorials to get the job done. These are really great and you should check them out if you want to learn Unity. They go through everything from the most basic user interface to more advanced features like light mapping. Below is a screenshot I took when working on one of the tutorials where you build your own first level.


Working with terrain in Unity 3D.


Small project: A physics game

Starting today, I’m working on a small project that will result in a short and simplistic physics game. It will be the player’s job to guide a ragdoll through different levels, hopefully keeping it reasonably intact until it reaches its goal. The player will be able to place different contraptions in the ragdoll’s way to help him avoid danger and guide him home. Below is a screenshot from todays work. Still a lot to do, but when its done you’d better: Be fast, use as few contraptions as possible, and keep that ragdoll intact!


Physics Game: Work in progress.



Jakob Lindh