What A $1,000,000 Game Looks Like In Unity (PontyPants' "A Difficult Game About Climbing")
@Pontypants takes me inside his viral game A Difficult Game About Climbing... and I couldn't stop laughing. You're going to learn a ton. ► Learn how to make a game studio from your bedroom, free: https://www.fulltimegamedev.com/opt-i... ► Watch the full episode: • Pontypants: Making Games Alone, Burnout, C... ► Enroll in my 3D workshop, free!: https://www.fulltimegamedev.com/opt-i... ► Make your game instantly beautiful with my free workbook: https://www.fulltimegamedev.com/opt-i... ► Get my 2D game kit, free: https://www.fulltimegamedev.com/opt-i... ► Join my 2D character workshop, free: https://www.fulltimegamedev.com/opt-i... ► Wishlist Twisted Tower: https://store.steampowered.com/app/15... ► Learn how to make money as a YouTuber: https://www.fulltimegamedev.com/opt-i... ► What I believe: • What I Believe Chapters: 00:00:00 - Introduction to A Difficult Game About Climbing Overview of the game, its single massive level, and initial setup challenges. 00:03:15 - Water Generation and Visual Effects Explanation of how water is generated at runtime, including plane attachment and shader tricks for refraction. 00:06:30 - Multi-Camera Rendering System Discussion on using multiple cameras (main, background, and foreground) to achieve orthographic and perspective rendering for gameplay clarity. 00:09:45 - Parallax and Precision in Game Design Exploration of parallax effects, the importance of precise visuals in rage games, and avoiding player confusion. 00:13:00 - Background and Fog Techniques How fog and depth ramps create the illusion of detailed backgrounds, with dynamic sky changes based on player height. 00:16:15 - Optimization and Occlusion Culling Overview of optimization strategies, including Unity’s occlusion culling and challenges with shadows in mixed camera setups. 00:19:30 - Mesh Baking and Texture Atlases Using MeshBaker to combine meshes and create texture atlases for reducing draw calls and improving performance. 00:22:45 - Shadows and Performance Issues Analysis of how shadows impact batch counts and strategies for managing real-time lights to optimize performance. 00:26:00 - Level Design in Blender and Mesh Combining Workflow for designing levels in Blender, combining meshes for efficiency, and handling materials for optimization. 00:29:15 - Wrapping Up and Final Thoughts

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