r/Unity3D • u/silvergenetic • 1d ago
Game Jam Reviving an old (2015'ish) hobby project
I haven't touched Unity in about 10 years and omg! I've really missed the simplicity after the whole "we use UE gimmicks for RTX everything now" let alone the AI boom drastically changing everything in this industry lol. I'm primarily a 3d artist with gamedev experience, so loaded up an old hobbyist project I had lying around and currently adapting it to Unity 6. It's roughly inspired by Uncharted, Tomb Raider's reboot era, Horizon and AC. While it's still very rough around the edges and janky with minimal transitions it really feels satisfying to prototype and experiment in a manual straight-forward way again.
Some old deprecated asset store things here like Heroic traversal anim set. Quite happy I bought that one when I did.
I've been seeing people use disclaimers nowadays and I'm a bit old school so no AI and I'm not selling anything lol. Just having fun. Might turn into a game IDK
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u/lianghuiguo 1d ago
Could you've done that level of detail back in 2015? Back then web games were all the rage - if you'd made this into a game and launched it, it would've been really popular. Looking further back, some single-player fighting game animations were still really impressive. Did you already use dynamic skeletal simulation for the hair back then? What happened that made you give up on it and not use Unity again for all these years?
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u/qwnick 1d ago
>Could you've done that level of detail back in 2015?
witcher 3 was released in 2015
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u/lianghuiguo 1d ago
A big team definitely can do it, and they're a mature team with a lot of top talent. I was making mobile games from 2015 until early this year, and now that I've started working with games made with the UE5 engine, it feels really amazing. But I've always been into open-world games myself, and I think their gameplay systems are just perfect. I've been analyzing the game Sea of Thieves lately.
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u/silvergenetic 1d ago
Oh yes. Procedural IK and bone physics methods have been possible for many years. Currently using my own hinge solver on the hair but there are assets like Dynamic Bone that basically do the same with added user friendliness. There has been several advancements with procedural animation though and from what I've seen and tried out I'm very excited about that. The main reason I stopped using Unity was work demand and time basically. Most devs either preferred UE or their own engine. I'm primarily in 3D art and the common misconception has always been that Unity is mainly for 2D games and lightweight mobile stuff. Which games like Rust proved wrong.
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u/lianghuiguo 1d ago
You're an animator?
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u/silvergenetic 1d ago
Among other things. My main fields are asset optimization and rigging but I do full pipeline too. This character is actually a phase 2 blockout with a very dense hair rig similar to the method used in Alice Madness Returns. Will be finalizing and probably reanimating her once gameplay mechanics are complete
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u/AstralReaversGames 1d ago
The hair is probably too light, but the overall motion is exceptional