Kenney的Unity 2D挑战技巧

Kenney’s collection of 40K+ pieces of public domain 2D and 3D art has enabled countless projects to take shape. We asked Kenney, who is currently serving as one of the judges of the Unity 2D Challenge, a few questions about his work motivations, inspirations and why he uses Unity.

肯尼(Kenney )收集了4万多件公共领域2D和3D艺术作品,使无数项目得以形成。 我们询问了目前担任Unity 2D挑战赛评委之一的肯尼,关于他的工作动机,灵感以及他为什么使用Unity的几个问题。

Can you tell us a little bit about your background?

您能谈谈您的背景吗?

I’ve always been fascinated by games that give players some kind of creative freedom. SimCity 2000, RollerCoaster Tycoon and Dungeon Keeper were among my favorites. From the day my father gave me my first PC, I’ve been absolutely hooked on these games.

我一直着迷于赋予玩家某种创作自由的游戏。 SimCity 2000,RollerCoaster Tycoon和Dungeon Keeper是我的最爱。 从父亲给我第一台PC的那一天起,我就完全迷上了这些游戏。

Then I got interested in seeing what was under the hood. First, I’d modify files and add new content. Later, I  learned how to use game engines. This started my interest in game development, but I didn’t want to move from my small hometown in the Netherlands, so I couldn’t attend a gaming-related study programme. Instead, I started reading books and using online resources to learn how to create on my own.

然后,我对了解引擎盖下的内容产生了兴趣。 首先,我将修改文件并添加新内容。 后来,我学习了如何使用游戏引擎。 这开始了我对游戏开发的兴趣,但是我不想从我的家乡荷兰搬来,所以我无法参加与游戏相关的学习计划。 相反,我开始阅读书籍并使用在线资源来学习如何自行创建。

After a year or two, companies started contacting me to create games for their online gaming portals, and years later, I got the chance to start my own studio. To this day, creative games still inspire me and I spend hours building cities, spaceships and trying any business simulator I come across.

一两年后,公司开始与我联系,为他们的在线游戏门户网站创建游戏,几年后,我有机会成立了自己的工作室。 直到今天,创意游戏仍然激励着我,我花了数小时建造城市,宇宙飞船,并尝试了我遇到的任何商业模拟器。

Who’s gonna participate in the Unity 2D Challenge? You get a chance to be judged by me, oh and there are cash prizes. https://t.co/xzxY61sKHH

谁将参加Unity 2D挑战赛? 您有机会被我评判,哦,还有现金奖。 https://t.co/xzxY61sKHH

— Kenney (ケニー) (@KenneyNL) October 29, 2018

-Kenney(ケニー)(@KenneyNL) 2018年10月29日

What motivated you to start publishing assets for everyone?

是什么促使您开始为所有人发布资产?

It’s much more rewarding to get positive comments from all over the world than to make a quick buck. There’s a ton of reasons why people can’t afford paying for content: living conditions, technical barriers and even their location.

获得来自世界各地的正面评论比快速做出贡献要有意义得多。 人们无力支付内容费用的原因有很多:生活条件,技术障碍甚至所在地。

I’d like everyone to have the opportunity to learn about game development, no matter how much they’re willing or able to spend. Releasing the content to the public domain means that nobody ever has to worry when using the assets in their projects, even when creating a commercial game. And that far outweighs the financial benefit I would derive by applying a more restrictive license to the assets.

我希望每个人都有机会学习游戏开发,无论他们愿意或有能力花多少钱。 将内容发布到公共领域意味着即使在创建商业游戏时,也无需担心在项目中使用资产的情况。 而且,这远远超过我通过对资产应用限制性更强的许可证所获得的财务收益。

Kenney的Unity 2D挑战技巧

When did you release your first public-domain assets and how did it come about?

您什么时候发布了您的第一个公共领域资产,它是如何产生的?

Back in 2010, I decided to upload a couple of sprites from some of my canceled projects. People who downloaded them were really happy at the quality of the content considering the open license.

早在2010年,我决定从一些已取消的项目中上传几个精灵。 考虑到开放许可证,下载它们的人对内容的质量感到非常满意。

That inspired me to create custom art that could be used for multiple projects. Graphics like roads, characters, and platforming sprites got a lot of positive reactions. I started getting emails from developers who asked where they could donate to, which surprised me. Thanks to those donations, however, I’ve been able to do this for six years already, still going strong!

这激发了我创造可用于多个项目的自定义艺术的灵感。 诸如道路,角色和站台精灵之类的图形获得了很多积极的React。 我开始收到来自开发人员的电子邮件,询问他们可以向哪里捐款,这让我感到惊讶。 但是,由于有了这些捐款,我已经能够做到六年了,而且仍然很不错!

Why did you choose Unity?

您为什么选择Unity?

Evangelist Josh Naylor introduced me to Unity during Global Game Jam back in 2016. Before that time, I was mainly interested in creating browser-based games using Flash, but as that platform was fading away, I knew I had to move on.

传教士Josh Naylor在2016年全球游戏大战期间向我介绍了Unity。在那之前,我主要对使用Flash创建基于浏览器的游戏感兴趣,但是随着该平台逐渐消失,我知道我必须继续前进。

During the jam, Josh built a game from start to finish within a matter of hours. I was amazed at how many components were built-in. Things like pathfinding and dynamic lighting used to take hours using the software I was used to.

在卡纸期间,乔希在几个小时内从头到尾制作了一款游戏。 我惊讶于内置了多少个组件。 使用我以前使用的软件,诸如寻路和动态照明之类的工作通常要花费数小时。

After the jam was over, I expanded on the game we had created and started experimenting with porting old projects over to Unity. Unity supported JavaScript at the time which made it an easy transition from ActionScript which I already knew. Now I use Unity on a daily basis, to create games, tools, and even new game assets.

卡纸结束后,我扩展了我们创建的游戏,并开始尝试将旧项目移植到Unity。 当时Unity支持JavaScript,这使其从我已经知道的ActionScript轻松过渡。 现在,我每天使用Unity来创建游戏,工具,甚至是新的游戏资产。

Have you gotten any unusual or unexpected collaborations or requests?

您有任何异常或意外的合作或要求吗?

People make the most obscure requests when it comes to game assets. When I create a top-down racing pack, for example, people will ask for goats as cars or to have a track that runs underwater. While these will always make me laugh, I try to keep things generic and widely applicable — so no goats as cars.

当涉及到游戏资产时,人们提出的要求最为晦涩。 例如,当我创建一个自上而下的赛车包时,人们会要求山羊作为汽车或在水下运行。 尽管这些总是会让我发笑,但我会尽量保持通用性和广泛适用性-因此,不要像汽车一样山羊。

On the flipside, I often get requests to re-create licensed characters. I’ll always grab this opportunity to teach people about copyright infringement and why releasing content to the public domain can be beneficial for content creators. These are serious matters, and I can’t tell people enough: always check the license for anything you use in your project.

另一方面,我经常收到重新创建许可角色的请求。 我将始终抓住这个机会,向人们传授侵犯版权的知识,以及为什么将内容发布到公共领域对内容创建者有利。 这些都是很严重的事情,我不能告诉大家足够多的事情:请始终检查许可证以检查您在项目中使用的任何内容。

Do you plan to expand your work to create your own complete game or to create assets for other industries or types of project?

您是否打算扩展工作来创建自己的完整游戏或为其他行业或项目类型创建资产?

The gaming industry has a lot of overlap with other industries like architecture and animation. Similar tools, methods, and assets can be used in a variety of projects. Last year, my assets were used in an article for The New York Times, which inspired me to create more generic clip art that can be used both in games and in articles and infographics.

游戏行业与建筑和动画等其他行业有很多重叠之处。 类似的工具,方法和资产可用于各种项目。 去年,我在《纽约时报》上的一篇文章中使用了我的资产,这激发了我创建更多可以在游戏以及文章和信息图表中使用的剪贴画的能力。

Kenney的Unity 2D挑战技巧

Kenney’s one of the work in progress projects Arcade Sim

肯尼(Kenney)正在进行的项目之一Arcade Sim

In terms of my own game project, I actually have a bucket list of games that I want to create at some point, games that I would’ve loved to play as a kid. Unfortunately, though, I’m really critical of my own work, and I’ve got problems when it comes to staying focused on a single project for longer periods. For the game assets, this isn’t a problem as they’re usually created within a couple of days or less, but for longer projects, this is an absolute curse. I’ll keep trying to get a game off the ground though. I found that it really helps to show progress on a project early and often. That way people will start asking about progress, that creates pressure for me to keep working on it. Just a little tip :).

就我自己的游戏项目而言,我实际上有一些我想在某个时候创建​​的游戏的清单,这些游戏是我小时候喜欢玩的游戏。 但是,不幸的是,我真的批评自己的工作,而且在长期专注于单个项目时遇到了问题。 对于游戏资产来说,这不是问题,因为它们通常是在几天或更短的时间内创建的,但是对于更长的项目,这是绝对的诅咒。 不过,我会继续努力使游戏起步。 我发现这确实有助于尽早且经常显示项目进度。 这样,人们将开始询问进度,这给我施加压力,要求他们继续努力。 只是一点技巧:)。

As one of the judges of the Unity 2D Challenge, do you have any tips for contestants?

作为Unity 2D挑战赛的评委之一,您对参赛者有什么建议吗?

Certainly! While your graphics will be 2D, there’s no reason not to work in 3D space. Adding depth to a scene can enhance the atmosphere and might even open opportunities for interesting gameplay. I often come across games that have a lot of detail on the ground but forget about the background and sky.

当然! 虽然您的图形将是2D的,但没有理由不在3D空间中工作。 为场景增加深度可以增强气氛,甚至可能为有趣的游戏玩法提供机会。 我经常碰到一些在地面上有很多细节的游戏,却忘记了背景和天空。

You don’t want to make your game to be confusing, so make sure it’s clear which objects can be interacted with and which are just decoration. An easy trick for creating a more interesting background is to take a few foreground objects and paint them in a single color, then move them to the back.

您不想让您的游戏变得混乱,因此请确保可以与哪些对象进行交互以及哪些仅仅是装饰。 创建更有趣的背景的一个简单技巧是拍摄一些前景对象并将其绘制为单一颜色,然后将它们移到后面。

Along with Pixel Reign, Kenney is an external judge on the Unity 2D Challenge, which you can enter to showcase your skills and have a chance at winning prizes. Kenney’s assets are available for download at www.kenney.nl and on the Unity Asset Store.

Pixel Reign一起 ,Kenney是Unity 2D Challenge的外部评审,您可以参加该比赛来展示您的技能并有机会赢得大奖。 Kenney的资产可从www.kenney.nlUnity Asset Store上下载。

翻译自: https://blogs.unity3d.com/2018/11/21/kenneys-tips-for-the-unity-2d-challenge/