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E-grāmata: Unity Game Engine and the Circuits of Cultural Software

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  • Formāts: PDF+DRM
  • Izdošanas datums: 22-Aug-2019
  • Izdevniecība: Springer Nature Switzerland AG
  • Valoda: eng
  • ISBN-13: 9783030250126
  • Formāts - PDF+DRM
  • Cena: 59,47 €*
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  • Formāts: PDF+DRM
  • Izdošanas datums: 22-Aug-2019
  • Izdevniecība: Springer Nature Switzerland AG
  • Valoda: eng
  • ISBN-13: 9783030250126

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Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.


Recenzijas

Readers should be aware that this is a specialized book; it is neither a tutorial nor general reference for the Unity game engine. It will be most useful to educators and researchers interested in the interleaving of game development and cultural impact. (Ghita Kouadri, Computing Reviews, February 9, 2021)

1 The Unity Game Engine and the Circuits of Cultural Software 1(22)
The Circuits of Cultural Software
5(4)
What Is a Game Engine?
9(4)
What Is Unity?
13(3)
Book Outline and Context
16(3)
References
19(4)
2 Unity's Socio-historical Context and Political Economy 23(24)
Videogame Development Before Game Engines
25(2)
Developer-Oriented Game Engines: From Proprietary to Commercial
27(4)
Player-Oriented Game Engines and Grassroots Videogame-Making Practices
31(4)
Unity's Platform Ecology
35(8)
References
43(4)
3 Workflow: Unity's Coordination of Individualized Labour Processes 47(16)
Unity's Component-Oriented Design System
49(4)
Decentring Programmers, Redirecting Workflows
53(4)
Productive Workflows
57(3)
References
60(3)
4 Grain: Default Settings, Design Principles, and the Aura of Videogame Production 63(18)
The Look and Feel of a Game Engine
66(6)
Design Principles and Design Standards
72(4)
Iterative Design
76(3)
References
79(2)
5 Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts 81(20)
'Why Do You Use Unity?'
84(5)
Unity in Tertiary Education
89(4)
Unity in the Enthusiast Discourse
93(4)
References
97(4)
6 Governance: Unity's Democratization Dispositif 101(15)
Hatred of Democratization: From 'Asset Flips' to Indiepocalypse
103(5)
Unity's Democratization Dispositif
108(4)
Democratization Beyond Unity
112(4)
Conclusion 116(1)
References 116(3)
Index 119
Benjamin Nicoll is Lecturer in Digital Media and Communication and a member of the Digital Media Research Centre at Queensland University of Technology, Australia. His research focuses on the history and critical theory of videogames and videogame platforms. He is the author of Minor Platforms in Videogame History (2019).





Brendan Keogh is an Australian Research Council Fellow in the Digital Media Research Centre at Queensland University of Technology, Australia. His research focuses on the experiences, skills, and innovations of videogame makers, as well as broader investigations into videogame culture. He is the author of A Play of Bodies: How We Perceive Videogames (2018) and Killing is Harmless: A Critical Reading of Spec Ops The Line (2012).