This video tutorial is the re-release of the course created by the same author a couple of years ago, on How to make TOP DOWN RPG game with Unity.
The course although having some years old, is still very relevant from a point of view of the lessons explained, and will guide you on How to make TOP DOWN RPG game with Unity.
What is an RPG
A role-playing game (RPG) is a video game genre in which the player controls a fictitious character (or characters) on a mission in a fictional universe.
Due to the wide variety of hybrid genres that have RPG features, defining RPGs is difficult. Traditional role-playing video games have five common features: The ability to improve your character by improving his statistics or levels during the course of the game.
A menu-based combat system featuring many skill, spell, and active power options, as well as an active inventory system with wearable armor and weaponry.
A main quest with a storyline that runs throughout the game, as well as supplemental (and usually optional) side tasks.
Additional abilities allow you to interact with elements of the environment or storyline (e.g. lockpicking, disarming traps, communication skills, etc.)
The existence of character classes that define a character’s personality, skills, abilities, and spells (e.g. wizard, thief, warrior, etc.)
Modern and hybrid RPGs don’t have to include all of these characteristics, but they frequently do, with one or two mixed in with elements from another genre.
What is the Origin of RPG Games
RPG video games, originating from tabletop and paper RPGs such as Rolemaster and Dungeons & Dragons (D&D), are a type of game in which players assume the role of their own characters and actively describe their actions and thoughts.
In video game RPGs, the part of the ‘game master’ that acts as narrator and referee is automated, and the computer’s artificial intelligence (AI) determines the actions of various non-player characters (NPCs) and enemies.
In old-fashioned RPGs, a central plot was essential, but in more modern games, such as Massively Multiplayer Online RPGs (MMORPGs), it is no longer a requirement.
Most RPGs are set in fictional worlds with traditional fantasy or science fiction elements that are incorporated into the game mechanics. For example, the choice of race, such as dwarves or elves, can influence the choice of characters in the game and alter their characteristics and ability to cast spells.
In the classic tabletop RPG, a set of explicit rules defined how a character could interact with the environment. Typically, characters had to roll a die to determine whether an attempted action (punching an enemy, climbing a wall, etc.) was successful or not.
Video game RPGs started out as pen-and-paper games, but instead of dice, the dice were rolled automatically across the screen. Combat is handled by interactive menus and can be turn-based or real-time.
In modern gaming, however, several hybrids have emerged, greatly expanding the range of the genre.
JRPGs combine story telling with statistics, western RPGs combine statistics with free roaming, and sRPGs combine the jRPG system with the minis that are occasionally used in tabletop RPGs. It goes on and on.
In almost all RPGs, you can statistically advance your character by “leveling up,” although this isn’t always the case. Characters also progress by obtaining new skills and leveling up during the game. In most RPGs, there is a magic system or a system that stands in for it. Many games that perform these things aren’t categorized as RPGs, but they do include RPG features (e.g. The Legend of Zelda series).
Types of RPG Games
The most important subcategories of the RPG genre are as follows
Action RPG, Many of these games focus on combat rather than storytelling. Combat usually occurs in real time and the player often controls a single character rather than a party. Examples include. Diablo, Zelda, and the Dark Souls series.
Strategy RPG, Games in which character units are placed on a map and played against each other. Character and party development is more important than the choice of battles, since an underdeveloped party can be overwhelmed by powerful, high-level enemies. For example, there are. Neverwinter and Final Fantasy franchises, which have important sub-genres such as Rogue RPGs and Tactical RPGs (e.g. X-COM, Jagged Alliance).
Adventure RPG:Games: that focus on story rather than action. The player progresses through the story by collecting certain items and special weapons, meeting important NPCs, and completing important quests.
Adventure RPGs: also typically fall into other categories. For example, the Fable franchise (which is also an action RPG) and the Divinity series are classified in the adventure RPG niche (Divine Divinity, Beyond Divinity) or the strategy RPG (Divinity: Original Sin). In addition, Metroidvania RPGs (such as Metroid and Castlevania II: Simon Quest) are often adventure RPGs with platforming elements.
MMORPG: Massively Multiplayer Games are endless RPGs in which a large number of real-life players share a world and interact with each other, so to speak. MMORPGs are a mixture of various elements from other subgenres, but are generally combat-oriented, with a strong emphasis on collecting rare and powerful items to improve character abilities and appearance. Famous titles include World of Warcraft (WoW), Ultima Online and Guild Wars.
The popularity of the concept of “becoming someone else somewhere” means that we can expect to see many more variations in the future.
How to make TOP DOWN RPG game with Unity game with Unity Video’s TimeStamps
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1.Huion Kamvas Pro 13 is Not a standalone product!! It have to connect a laptop or a desktop which runs windows or mac system to work.
2. Tips for Windows User to install Huion driver:
Please uninstall other brands driver on your computer first.
Close all drawing program and protection software before installation.
Unplug the cable on Huion drawing monitor.
Download driver from Huion website and install it as an Administrator.
Reboot the computer and wait until it finishes rebooting.
Plug the tablet back in.
3. Pen Display Connection:
Please make sure completely plug USB cable & HDMI cable into pen display. Make sure there is no gap left when cables plugged into pen display.
If you connect it to desktop, please plug the HDMI cable into pen display graphic card directly.
If there is no HDMI port on your computer, you need an extra HDMI adapter~ For example: AGV to HDMI adapter, DVI to HDMI adapter, Thunderbolt to HDMI adapter, etc. (depends on what ports are there on your computer).
Better Not use a USB to HDMI adapter, which is not good enough for video display.
4. Suggestions For Mac Users:
If computer system is Mac os 10.14 mojave, please uninstall and reinstall the driver and then tick the Huion driver in the new system by manually going to Security and Privacy.
Since Mac Mojave 10.14 upgraded in security section and need put software you newly downloaded into whitelist first to normally use it.
5. Indication to Avoid Offset:
Please set the optimal resolution: 1080 * 1920
Please set the display size to 100%: Click the right mouse button — Screen Resolution — Display — 100% — Apply.
6. Huion provide lifetime technical support on all Huion drawing pen tablets/monitors.
If you have any questions on using the Huion Kamvas Pro 13 drawing pen display, please check the user manual on product page, Quick Guide on package, or search Huion online to find us for more assistance, we are always here to help you!
Huion Pro 13 drawing tablet with screen adopt the latest full-laminated technology, create the paper feel-like surface and almost no parallax. Equip with anti-glare glass panel to keep your screen clear even bright light. Each line came out exactly like you wanted, smooth tapers, no shaky lines, no blotches and no parallax.
Touch Bar and 4 Express Keys.
4 user-defined express keys and a touch bar to control canvas zooming, brush adjusting and page scrolling.
Supports ±60 Degrees of Tilt Function
It support ±60° tilt function on tablet screen, you don’t need to adjust the brush direction in the software again and again, drawing with smooth and delicate line presentation. Fastest reaction with 266PPS report rate and 10mm sensing height, providing you higher accuracy– cursor goes right at the tip of the nib.
Outstanding color display
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Deepened hidden type-C interface to reinforce wire connection, three-in-one cable to reduce wire bundles.
Support interface: Type-C.
Draw at anytime, anywhere.
11mm thick, 765g in weight, easy to carry.
Frosted finish on the top and aluminum alloy rear case,comfortable to touch and durable in use.
Application of full lamination crafts optimizes color presentation when the screen is on, eliminating a visible frame when the screen is off.
Create on whatever software you like
Kamvas Pro 13 is compatible with Windows 7 or later and mac OS 10.11 or later. It is also compatible with mainstream software like Adobe Photoshop, Clip Studio, Paint Tool Sai and more.
Pen Display Kamvas Pro 13
Digital Pen PW507 & Pen Holder
3-in-1 Cable & Power Adapter &Plug
Pen Nibs x 10 (inside the pen holder) & Nib Clip (inside the pen holder)
Cleaning Cloth & Quick Start Guide
Digital Pen PW507
Draw at anytime, anywhere.
Create on whatever software you like.
For the professional artist, new designer and amateur hobbyist, Huion drawing tablets Compatible with Windows 7 or above /Mac OS 10.12 or above/ Android 6.0 or above, as well support most of the drawing software such as PS, SAI, CorelPainter, Illustrator, SketchBook Pro, Manga Studio, Krita and more. The advanced pen technology offer better and precise control of drawing lines in digital drawing and photo-editing.
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Video Edit/More Fun
What’s more, you can play OSU! Game, or even edit/personalize your photos & videos to help you stand out on your social media channels. Huion drawing tablets is ideal choice for gameplay, drawing, painting, sketching, E-signatures etc. Waiting for you to discover more fun!
Panel Size (Inch)
13.3 Inch 11.6 Inch 13.3 Inch 13.3 Inch 15.6 Inch 19.5 Inch
Relaceable Anti-glare Film Relaceable Anti-glare Film
Huion Kamvas Pro 13 adopts the latest full-laminated technology, no air gap between the IPS screen and AG glass, the frosted surface will bring you lifelike drawing experience as drawing on paper. 8192 levels of pen pressure sensitivity allow your work to be more vibrant with diverse lines and layers. No parallax issues and each line came out exactly like you wanted, you’ll get more precision on hand. Battery-free stylus can be used continuously and no need to be powered, 8 replacement pen nibs included. It support ±60° tilt function on tablet screen, you don’t need to adjust the brush direction in the software again and again, drawing with smooth and delicate line presentation. Fastest reaction with 266PPS report rate and 10mm sensing height, providing you higher accuracy– cursor goes right at the tip of the nib. Simply connect monitor tablet to the computer or laptop with 3-in-1(HDMI) cable, the 13.3 inch screen not only satisfies your expectation for sufficient working area but also it is easy to be carried around. 1920×1080 HD drawing monitor to lively display every details, non-reflective glass panel to keep your screen clear even bright light, 178°wide viewing angle ensure the image quality. 16.7 million colors brought by 120%sRGB enables everything under your hand is very vibrant and crisp. 4 express keys and 1 touch bar designed, keep your favorite express keys in your finger. You are free to set up your preference express keys to zoom in/out the image, Scroll up and down or call up the OSD menu and so on. Huion Kamvas Pro 13(No stand included) supports Windows 7 or later，macOS 10.12or later, Chrome OS 88.0.4324.109 or later. Compatible with most digital art software such as Photoshop, SAI, Painter, Illustrator, Clip Studio, Zbrush, Krita, Gimp, Sketchbook and so on.
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How to Switch the System in Super Console X Pro?
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Using the Marketing Funnel to Design a Trailer Campaign
One of the biggest hurdles that game developers have now a days, is how to make their game visibles in the ocean of other games that are competing for the attention of the same players. Being able to call for that very limited span of attention is very complex, and to be able to reach that objective trailers are on of the best tool that a game developer have.
How to Know What Kind of Game Trailer to Make In order to know who to target your game trailers to, you need to learn about the sales funnel.
There are a lot of articles, videos, and talks about how to make a good game trailer, but the problem is there are also a lot of TYPES of game trailers… each of which serve a different purpose and audience. Because the question isn’t: “What is the best type of game trailer?”
The question is: “What are the best TYPES of game trailers?” To answer this question, you need to understand that different people will react to different things. There is a very interesting TED’s talk Malcolm Gladwell’s talk about spaghetti sauces which using the analogy of spaghetti sauces, there is no one-size fits all spaghetti sauce for everyone in the world, because we all have different tastes and needs. Some people like Italian seasoning, some like thin and runny, and others like extra chunky.
The same goes for game trailers.
Most of the adviced geared toward making trailers are for people, who will only ever make one or two trailers for their game, but when you have the time or budget to make more trailers and videos, you need to know some basic marketing concepts to help guide you to the right design choices.
Namely, the sales funnel. It has other names like the purchase funnel, conversion funnel, marketing funnel, customer funnel, but they’re all the same concept. The funnel that is used as a reference into the article is the one by Chris Zukowski from HowToMarketaGame.com.
The Sales Funnel
The funnel describes the journey potential customers go through… from first learning about a game all the way to their decision to purchase or not.
The visual is a funnel because every step of the way… there are fewer and fewer people engaged with the game or even paying attention. It’s more like a series of sieves if anything, but that doesn’t sound as catchy. Calling this a funnel is much more for the visual rather than referencing the actual real-life object, because of course if you pour something into a real funnel, all of the contents put into the top will come out the bottom.
Every potential customer starts at the top of the funnel; this is where they become aware of a game via a trailer, news article, social media post, animated GIF, YouTube video, streamer, almost anything which shows or talks about the game.
If their interest is piqued, they move onto CONSIDERING whether or not they should devote more attention by: following a social media account, joining a Discord, wishlisting the game on a store page etc.
A step further, they might decide to read articles, watch videos, and maybe even play a demo.
After that they either become a buying customer, or not. And after that, they either play it and don’t really like it, or they might even become fans of the game and the people who made it! The key to making trailers targeted towards the right audience is to understand and serve the needs of the people at the phases of the funnel:
Are they just learning about the product?
Are they already following you?
Are they following, but need more information?
Are they a new customer?
Are they already a fan?
Knowing your audience
Knowing who your audience is will help you give them what they want. Let’s dive into each step of the funnel, and what tends to work best to serve the people at those stages.
Step 1 is: Awareness
This is the stage where you’re working off of nothing. No one knows who you are, they might not even be familiar with the genre of game you’re making.
This is where you need to make a trailer which shows how unique the game is, make the message simple to digest, and make the trailer itself as broadly appealing as possible; your goal is to gather as big an audience as you can. As we go through the stages of the funnel, a good way to think about it is that the first trailers give the broad but shallow view, and each one which follows dives a bit deeper. AAA games frequently make their announcements via cinematic trailers. This is because well directed, animated, edited, scored and sound designed trailers with beautiful visuals are very entertaining.
Since most AAA games feature mechanics which are easily understood at a glance, they can afford to be more cinematic, and worry less about conveying unique gameplay ideas (not to say that they don’t ever do this!) I think the best cinematic trailers illustrate gameplay ideas while also looking good. A good example is this trailer for Drake Hollow by Molasses Flood. Cinematic or animated trailers are very expensive to produce whether it’s time or money or both, so a trailer made via the game engine is what most people will make. Announce trailers of that style need to present the clearest and simplest gameplay idea… so it’s very easy to describe and share.
Another good example is the announce trailer for Snow Runner. If you can get a share, follow or wishlist from your announce trailer, you’ve successfully brought some people further into your funnel!
Step 2 is: Consideration
Now that people are aware of the game, they’re going to need something more from the next trailer to help them consider whether or not they really want to purchase the game. This means diving into some specifics which were only hinted at in the announce trailer.
Depending on the type of game, that means making either a story trailer or gameplay trailer.
This part of the funnel is one where you’re likely to lose a lot of people (and that’s ok!) People who were intrigued by the vague but exciting pitch of the announce trailer might not hang on when they realize the gameplay doesn’t fall into their preferred genre.
Or maybe the story didn’t go in the direction they thought it would. For example, the announce trailer for Supergiant Games’ third game Pyre generated a lot of hype, and the trailer is really good with amazing art, music, animation and sound effects. The problem is that if the value proposition is not very clear, when people finally discovers the game is really about people might fell out of the funnel at that stage.
Some developers, to face this, might be tempted to mitigate loss of people in your funnel by remaining more vague with details, but if your trailers are too same-y and vague then you risk frustrating or boring the people who want more information. It’s important to continue to play to your unique hooks, and strengths.
Some games present well enough in hype trailers like Spelunky 2, while others might be just unfamiliar enough in concept that they require more explicit explanation like Creature in the Well or Tactical Breach Wizards. Story trailers need to go a little bit deeper into what happens in the game in order to serve people at this phase. If a story trailer still feels like it only presents a world and an idea, then it’s likely to be unsatisfying.
For example, the announce trailer for Firewatch presented the idea of a fire lookout in a situation where something went wrong. For the second trailer, we wanted people to know there’s a mystery, and that events will be actively unfolding during the course of the game.
This was to differentiate it from other first person games which focused on uncovering past events.
Firewatch’s E3 trailer introduced the idea of some missing girls, a cut communications wire, and a mysterious person invading your lookout tower.
DELILAH: Wait, you’re already there? DELILAH: You’re not in your tower?
DELILAH: Wait, you’re already there?
DELILAH: You’re not in your tower?
HENRY: No, I’m not. DELILAH: Then who is?
This part of the funnel is about informing and hyping people up. Holding attention is probably the most difficult thing to do, because people get impatient without new content; you need to strike a balance between satisfying the audience, while not spoiling anything about the game.
Evaluation of Actions
Next step in the funnel is: Evaluation This is the final step before the purchase. If someone is still paying attention at this point they… either need even MORE detail to help them evaluate the game, or they’re along for the ride, and just want to get excited.
People with lingering questions might be well served by making Gameplay Overview or 101 trailers. Again, Snow Runner had a very good array of gameplay videos, and Deus Ex: Human Revolution had its 101 trailer explaining the different play styles you can employ. This is also a good time to make trailers for things peripheral to the gameplay trailers.
Like behind-the-scenes looks at the game and its design choices.
For example, take a look at these videos which lead up to the release date of The Last of Us Part II. You can see each video is longer form and more in-depth than what you get from a typical hype trailer, and discusses more granular things about the game. These videos scratch the same itch I had as a kid when… I was so excited for the game I just purchased that I read the manual as my mom drove me home before she inevitably stopped at the grocery store first.
The last thing to hopefully get people to purchase is the launch trailer which either sums up everything covered so far, or does something big and flashy like an animated trailer or live-action trailer.
How to turn audience into customers
Second to last stage of this funnel is: Customer If you still have people in the funnel who are ready to purchase, congratulations!
There are still trailers you can make to serve the people at this part of the funnel. If the game has additional content or features coming, then you’re going to be making update trailers and DLC trailers. These should be specifically focused on existing customers, and it’s one of the few times when calling out features and quantity of content really works in game trailers.
You might also make celebratory trailers which appeal to people’s confirmation bias; people like seeing opinions they already agree with, and they like feeling good about a purchase they made. This is one purpose accolades trailers can fulfill, even if they’re mainly intended for people who haven’t purchased yet. Last stage of the funnel is: “True Fan” If you’re ever fortunate enough to have a “True fan…” (someone who will buy anything you make sight unseen).
Congrats again! “True fans” will appreciate just about anything you make, but something which feels specifically for them to show your appreciation is a nice gesture.
For example, this anniversary cinematic trailer for Stellaris feels very much like a tribute to the game and the community. You can see in the comments a large number of fans who really enjoyed it!
The term “True fan,” is used as a reference to the audience that is really interested in the game and that will actually be considering buying your game. because I think in the game industry, there’s a lot of talk about people who are and are not “True fans” and there’s a lot of gatekeeping, which is really gross and unnecessary. So the term “True fan” to describe your fans, but it’s just a term that is used in a lot of marketing speak.
.Just to describe people who will buy basically anything that someone puts out, regardless of anything else. So that’s why I use the air quotes. And don’t gatekeep the game industry by saying: “This person’s less of a fan… I’m more of a fan and therefore this person should not exist.”
That sort of thing. Moving on. When you understand the marketing funnel, you’re better equipped to make trailers for your game, because you understand the needs of the people at the different stages of the funnel. It’s a lens which allows you to see and interpret feedback.
For example, People who dislike cinematic trailers for AAA games have that attitude because they quickly move past the Awareness part of the funnel… and immediately crave mid-funnel gameplay content which they can use to consider and evaluate. It is usually better to leave them a little unsatisfied at first because since they’re so ready, they’ll be there when you’re prepared to show more. You need to design the marketing campaign, and pace it in a way which best matches your game, and gives the audience the information they need depending on where they are in the funnel.
Helping customers taking the buying decision
Another way to think of the funnel is: each bit of information is there… to HELP the person decide whether they want to invest more of their time.
For example, not everyone wants to watch a 10 min trailer as their first intro to a game. They might want a 60 sec teaser, which convinces them to watch a 2 min trailer, which convinces them to watch a 5 minute overview, and then maybe they’ll watch dev stream or read blog post. It’s a chain of deeper investments which we hope ends with them… spending their money and time playing the game. Some games can get people to go from teaser trailer to purchase, and that’s great for them, but most people will need more warming up to be sure they want to buy a game. Build awareness with your announce trailer.
Make story or gameplay trailers to help people consider your game. Make detailed overview or dev commentary videos to help people further evaluate the game. Sum it all up with a launch trailer, and get them excited to make the purchase. Show some love and appreciation to your true fans.
Price: $809.90 (as of Jan 18,2022 08:48:37 UTC – Details)
Acer Nitro 5 Laptop: Stay at the top of your game with this Acer Nitro 5 gaming laptop. An Intel Core i5 processor and 8GB of RAM run heavy games at high speeds, and the 256GB SSD provides ample storage space and rapid app loading. Featuring an NVIDIA GeForce GTX 1650 graphics card and a 15.6-inch Full HD display, this Acer Nitro 5 gaming laptop delivers crystal clear visuals of the battlefield. 10th Gen Intel Core i5-10300H mobile processor Smart quad-core, eight-way processing performance 8GB system memory for advanced multitasking 256GB solid state drive (SSD), NVIDIA GeForce GTX 1650 graphics 15.6″ Full HD display The 1920 x 1080 resolution boasts impressive color and clarity. IPS technology. LED backlight.
Let’s model and rig a character in Blender 3.0 that we import into Unity 2022 with correct rotation and emissive materials. We get the character to walk around with AI by writing just a few lines of C# code.
Support me on Patreon where you can download this very blend file as a tutorial tier patreon:
Line War — Wishlist now 🙂
Download the palette textures used in this video:
In-depth learn how Low Poly Modeling in Blender:
Blender settings video (shiny borders):
If you want to use the palette style UV coloring method, I go through that in both of the above linked videos.
I’ve been modeling in Blender since about 2015 but more recently in the past couple of years. I’ve been making games and assets in Unity since 2011 and I’m currently working on a multiplayer RTS game that I’ll be happy to announce later this year.
I use a Panasonic Lumix GH5 camera to record my videos with the Olympus 17mm F1.2 lens as well as the Laowa F2.0 7.5mm compact dreamer lens. Sometimes I also use a GoPro Hero 8, a Insta360 One X and a Sony rx100 mark vii. For audio I use a Rode NTG shotgun microphone connected to a RME Fireface UFX II sound card.
UE 5 FPS tutorial – Learn how to make your first FPS game in Unreal Engine 5
In this tutorial for beginners in Unreal Engine 5, you will learn how to make a First Person Shooter Game. The tutorial will introduce you to the Unreal Engine 5, and to the basics of making a FPS game from ground zero.
Introduction to FPS design
First Person Shooters (FPS) games area sub-genre of shooter video games that focuses on gun and other weapon-based combat in a first-person perspective, with the player controlling the player character in three-dimensional space.
The genre has a lot of similarities to other shooter games, hence it’s classified as an action game.
Advanced 3D and pseudo-3D graphics have posed hardware development challenges since the genre’s debut, and multiplayer gaming has played an important role.
Wolfenstein 3D (1992) is recognized with establishing the first-person shooter genre’s core template, on which later entries were based.
Doom (1993), frequently regarded as the most important game in this genre, was one such title, and the parent of the genre’s greater public acceptance and appeal; for a time, the phrase Doom clone was used to denote this genre due to Doom’s influence. Because of the processing constraints of the era’s hardware, most of the action in the games had to take place in enclosed areas, such as cramped spaces like hallways and tunnels, the genre was dubbed “corridor shooter” in its early years.
Half-Life, released in 1998, and its sequel, Half-Life 2, released in 2004, improved the story and puzzle components.
Counter-Strike was published in 1999 as a Half-Life mod and, along with Doom, is considered one of the most influential first-person shooters.
The first-person shooter GoldenEye 007 was published in 1997, and the Halo series boosted the console’s financial and critical appeal as a platform for first-person shooter games.
The first-person shooter is the most economically viable video game genre in the twenty-first century, accounting for nearly 27% of all video game sales in 2016.
How to Create a Game in Unreal Engine 5 – UE5 Beginner Tutorial by Unreal Sensei
How to create a game in Unreal Engine 5? In this UE5 tutorial for beginners, you will learn how to create your first game using Epic Game’s Unreal Engine 5. The tutorial will go over the fundamentals of how to program a game using UE5’s visual scripting language called Blueprint!
Unreal Engine 5 is expected to ship in early 2022, and will empower creators across all industries to deliver stunning real-time content and experiences. The Early Access build has only been tested on game development workflows and offers a chance for game developers to go hands-on with some of our most exciting new features. Additional features and other improvements for all industries will be part of the full Unreal Engine 5.0 release in early 2022.
Visit UnrealEngine.com/UE5 to read details on the key features in UE5 and to get Early Access now. You can also download our new sample project, Valley of the Ancient, to start exploring the new features of UE5 for yourself.
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