@[email protected] to [email protected]English • 2 years agoUnity apologises.www.pcgamer.comexternal-linkmessage-square191fedilinkarrow-up1506cross-posted to: [email protected][email protected][email protected]
arrow-up1506external-linkUnity apologises.www.pcgamer.com@[email protected] to [email protected]English • 2 years agomessage-square191fedilinkcross-posted to: [email protected][email protected][email protected]
minus-square@[email protected]linkfedilinkEnglish17•2 years agoThis is a weird way of saying “I don’t know anyone developing games in unity over the last few years”. Switching engines of this scale isn’t something you do in a week for any project past inception.
minus-squarekingthrillgorelinkfedilinkEnglish4•edit-22 years agoMost of my network is hobbyists who have no loyalty and are not bound by existing commitments Those who are, are probably going to ship their last Unity game and bounce. At least that’s what i’m hearing.
minus-square@[email protected]cakelinkfedilinkEnglish2•2 years agoDepends on the scale of the game. Bigger games with multiple teams? Timescale of months. Small indie team with one dev and one artist working out of their college dorms? Much quicker.
This is a weird way of saying “I don’t know anyone developing games in unity over the last few years”.
Switching engines of this scale isn’t something you do in a week for any project past inception.
Most of my network is hobbyists who have no loyalty and are not bound by existing commitments
Those who are, are probably going to ship their last Unity game and bounce. At least that’s what i’m hearing.
Depends on the scale of the game. Bigger games with multiple teams? Timescale of months. Small indie team with one dev and one artist working out of their college dorms? Much quicker.