Max Level Mag as a community of authors has recently gotten into playing Airsoft as well as playing different Video Games. We will be playing at any and all fields located in the Northern Colorado area. As our community grows, we will be looking into playing in different cities and fields out of state as well.
The latest war that we attended was held at GoAirheads Airsoft Facility in Erie, Colorado. We have also been known to work along side them as we help each other out. Their field is marked as our home field and is where most of our community based events will be. They have also provided great assistance with either new gear, or repairing our old gear that has spent too much time in the field and requires new parts or maintenance.
As well as GoAirheads, we have also been known to work with and play at Fox Airsoft’s facilities as well. They have multiple places where they host different games, at different locations, and have different capabilities for the different game play styles.
As well as these two companies that have been gracious enough to allow us to utilize their facilities, we are also in talks with our surrounding cities to find potential game play fields to host different objective based games. As mentioned before, Myself, and fellow author Yotsune, have been going out and actually playing at these fields and we will be posting up here at Max Level Mag as well as our gaming discord, as to when our future airsoft events will be.
Our Most Recent event at GoAirheads Airsoft facility will be up very soon and can be found Here. If any of our readers out there would like to come out and meet us, play with us, please stay tuned here at Max Level Mag for more info as to where and when we will be playing throughout this next year!
Always dreamed of designing your own game from concept to reality? The University of Southern California and Unity have teamed up to provide you with a course to help you bring your dream to life!
Unity + USC Games Unlocked is a self-paced, adaptive course that teaches you how to design and publish your own original game with insights from industry experts.
Learn from the best
Games Unlocked includes interviews with current and former game developers, all with proven track records of shipping projects, including Estefania Harbuck (Disney Imagineer for Theme Park Rides), Asher Volmer (Co-creator of Threes), Kellee Santiago (Producer of Journey), David Logan (Creative Director for Whispering Willows), and me. While these days I work on Unity’s Spotlight team, I was previously the lead programmer on Firewatch and a Gameplay Programmer on several AAA console games.
What sets this course apart?
At Unity, we are passionate about enabling success for Unity creators. Beyond tools and tech, we provide educational content to creators wanting to build their own games. So when USC asked me to participate in this course, I jumped at the chance. While there is a ton of information out there about how to use Unity as a piece of software, how to implement specific features, specific algorithms, and get certain visual effects, there isn’t a lot written about how to take those disparate elements and craft them into a final, successful project.
This program will teach you how to think like a developer. Rather than focus on specific problems, it will show you how those of us that have shipped some games think about iteration, playtesting, and scaling the development of a game. Every creative project is different, so the goal is to teach methods that allow students to solve their unique problems for themselves. In my interview with USC, we focused on how to make the hard decisions that come up as your project evolves over time.
The one thing every project I have ever worked on has in common is that the final product was radically different than what we first thought it would be. It’s important to know what changes are necessary and which systems are not working. Getting useful feedback from a playtest is a skill in and of itself, and not one with a lot of YouTube tutorials to help you learn. It is all too easy to avoid hearing the hard truths or to follow user feedback in circles. This program will teach patterns for iterating efficiently and intelligently.
Lastly, the course allows you to build your own original game. Compared to other courses where students follow along with a tutorial, this course takes you through the entire production process of building and publishing original games.
What to expect in Unity + USC Games Unlocked
Open to the public and offered online, this intermediate level course unlocks secrets from professional game designers, including practical steps to take games from concept to reality, making it ideal for students, hobbyists, frustrated e-learners, and dreamers. The course incorporates the USC proven approach to teaching, including guest speakers, videos, project-based assignments, and a close-knit community. While the class is self-paced, students can expect to spend roughly 3-4 hours per week completing assignments, for approximately 8 weeks. You will walk away with a working understanding of the techniques game developers use to polish their projects, and get to apply those techniques to your own game.
Partnering with USC, top game design school in the world
USC is releasing this course to the general public to provide learners with the skill and confidence necessary to create games at a professional level of quality and polish. They have chosen to partner with Unity specifically because it is user-friendly, highly accessible, and is already integrated into the introductory curriculum taught at USC.
Danny Bilson, Chair of the USC School of Cinematic Art’s Interactive Media & Games Division, had this to say:
“This course is a tremendous opportunity for people who want to further expand their knowledge of game development and design while utilizing the Unity tools. We are thrilled to collaborate on such a unique partnership as we continue to expand our offerings to students and the general public.”
Having the opportunity to work with USC to create this curriculum has been incredibly rewarding as both a Unity employee and a developer. I’m so grateful that I get to play a role in teaching students how to go beyond just using Unity and start making games that other people want to experience.
Ready to Get Started?
If you have a project you believe in, and want to learn some best practices for taking it from promising to polished –or even if you just want to listen to a bunch game devs talk about how games like Threes, Journey, Whispering Willows and Firewatch got made — register now for Unity + USC Games Unlocked.
Today we are announcing the upcoming launch of the Obstacle Tower Challenge: a first-of-its-kind artificial intelligence challenge designed to test the capabilities of intelligent agents and accelerate the research and development of AI. The Obstacle Tower Challenge will be a new competition aimed at testing the vision, control, planning, and generalization abilities of AI agents — capabilities that have yet to be fully tested together.
We built the Challenge on the Obstacle Tower, Unity’s new procedurally generated environment intended for machine learning researchers. The Obstacle Tower is a game-like environment designed to push the boundaries of the human-machine relationship by examining how machines operate in a variety of areas, including computer vision, locomotion skills, and high-level planning – skills that are easy for a human, but for a machine, take learning, practice, and testing.
It is important for the development and advancement of AI methods to have a good benchmark, so that performance and achievements can be fairly and easily compared. This is why we built the Obstacle Tower and why we’re launching our first challenge. We are hoping a little friendly competition will help stimulate AI research and further the studies and creations in reinforcement learning.
The Obstacle Tower Challenge officially begins on February 11, 2019, at 00:00:01 PST. At that time, entrants can review all the rules and regulations, download our Starter Kit and begin training their agents. Participants will have the opportunity to win prizes in the form of cash, travel vouchers, and Google Cloud Platform credits, valued at over $100,000.
We’ll check back in two weeks for our kick-off. For now, we encourage everyone to mark their calendars and learn more about the Tower!
We are super excited to announce the official launch of Unity Playground – the first official project dedicated entirely to our younger users, educators and anyone looking for an initial introduction to game development in a simplified form. Aptly titled, Unity Playground is all about the joy of making and playing games.
Unity Playgroundremoves the need to code by providing an array ofone-task Componentsthat are easy to use and mix. By combining them together, you can create physics-based 2D games spanning several game genres. Define your game rules. Build a character controller. Lay down a colorful scene and its collisions, and define YOUR winning conditions. You can make games for one or two players.
If you’re a more experienced programmer and want to contribute to the Unity Playground project, check it out on GitHub.
Simplified Inspectors for both Playground scripts and built-in components mean that a new user will not be overwhelmed by the complexity of the UI. But if you need the full power of the Unity editor, you can turn the customization off anytime and you’re back in control!*
(* use responsibly)
Within the project, you can six super simple games built just with the included art assets and scripts. We’ve got a defender-style game, football for 2 players, a maze game, aLunar Landerclone, an adventure game with free-roaming and collecting, and a roguelike, which includes a simple inventory/crafting system. You can learn from these mini-games or use them as teaching material for a workshop, or just as a starting point to customize and expand on. Go go go!
Now that you’re all fired up with ideas from our excellent examples, what delicious chaos will you create? Find snazzy little characters you can with different eyes, hair, mouths and hats. Use the environment assets, buildings, props, and collectibles to practice simple game development techniques that will introduce you to the building block basics of Unity. The fact that it’s a 2D project means that even beginners can easily create and import new graphics. Try expanding the world of Unity Playground, or even building your own with your own art.
Thanks to everyone who contributed to our 2D Challenge! We received212awesome submissions that underlined the creativity, passion, and excitement among game developers across our 2D community and around the world.
You produced some great art while helping optimize the new 2D tools we’re building for your future projects, and using the tools in real development scenarios is the best way to make sure they’ll work the way you need them to.
2D always presents unique challenges and opportunities — and yourentries hit an incredibly high bar, making clever use of many Unity 2D tools (see below for a list) in a very short time frame. Before you see the winners, take a look at these samples from some of the great submissions!
And the winners are …
Six judgesreviewed and scored each project based on its “wow” factor, use of the new 2D tools listed below, project documentation, and overall creativity.The winners are:
In addition to the major awards, we gave a special $500 prize toLensScapefor the best tool created with the new 2D tool APIs. The winner showed us an innovative way to extend 2D tool functionality by making SpriteShape the core of the gameplay.
One of our judges,Pixel Reign’s Angelos Gkamiliaris, noted, “Itis amazing to see such a variety of unique ideas combined with such craftsmanship in development. We were inspired to see how different each approach was and how creatively each participant spent their time while making their game. Well done! We really hope to see some finished games from you.”
And many thanks to all the 2D Challenge judges: Kenney Vleugels (Kenney/Pixeland), Angelos Gkamiliaris and Nick Larin (Pixel Reign), Ciro Continisio and Andy Touch (Unity evangelists), Rus Scammell (Unity 2D product manager), and Peter Lee (Unity art director).
More comments from the judges
“The contest attracted a wide variety of submissions. You can easily tell that the prescribed 2D tools really helped the participants bring their ideas into a functioning game. I’ve had fun playing and looking at the different projects and they’ve certainly inspired me in creating other game assets for developers to use.”–Kenney Vleugels
“I was impressed by the assortment of genres the contestants chose, as well as the number of custom tools and solutions that they came up with while building their games, enabled by the open APIs of Unity’s 2D tools. It’s always surprising to see the creative solutions developers come up with when they have that freedom.” –Ciro Continisio
“It was great to see creators letting their imaginations run wild. What was truly inspiring and humbling, too, was how they used the 2D tools to shape those imaginings into worlds that were mesmerising to explore. Keep creating – I want to see more!” –Rus Scammell
“One of my favorite things about working at Unity is seeing the incredible things people do with our tools. We got an overwhelming number of entries that hit an incredibly high bar graphically and made some really clever use of our tools. As always, I’m humbled by just how creative and inventive our community can be in such a short space of time. This was a fantastic showcase of how our 2D tools can empower people to create even more inspiring content than ever before.”–Peter Lee
“I was blown away by the wide range, variety, polish and complexity of the submissions for this 2D Challenge. It was also fascinating to see how the new 2D features can be used in different ways and to great effect. A huge thank you to everyone who took part in this contest for creating incredible projects and pushing what is possible with Unity.” –Andy Touch
Unity tools used in the 2D Challenge
Discover the latest new features in the making and connect with the dev team on our2D Forum.
We’ve been building Unity for 15 years with the vision of creating an open and accessible tool to enable creators to build whatever you can dream of.
Over the last week there was much confusion, and untrue statements were raised which we refuted. But most importantly we listened to you, our community that felt that the End User License Agreement (EULA)/Terms of Service (TOS) was too restrictive.
When you make a game with Unity, you own the content and you should have the right to put it wherever you want. Our TOS didn’t reflect this principle – something that is not in line with who we are.
We believe the Unity Engine business model is the best way for developers to be successful. We charge a flat fee per-seat — not a royalty on all of your revenue. Building Unity takes a lot of resources, and we believe that partnerships make better services for developers and augment our business model — as opposed to charging developers to pay for Unity’s development through revenue share.
Our TOS update on December 5 was an attempt to define what our terms mean for the cloud and an opportunity to make our business model clearer. After listening to developers, we realized how this language came across, and how it would impact your ability to choose.
Overview of Today’s TOS Update
Today we have updated our Terms of Service, Section 2.4. The language is at the bottom of this post.
The TOS update highlights that developers can use any third party service that integrate into Unity.
Some of these services will be supported, others will not.
The distinction is that with a supported service, we understand the technology. We make sure the service and Unity work better together for developers. We also ensure that the supported service always runs well on the latest version of our software, so we can help future proof your project in Unity and ensure access to the latest tech.
Additionally we have created, and will continue to create, our own services. We will integrate our own services, but we will not block developers from using competitive third-party services.
Retroactive TOS changes
When you obtain a version of Unity, and don’t upgrade your project, we think you should be able to stick to that version of the TOS.
In practice, that is only possible if you have access to bug fixes. For this reason, we now allow users to continue to use the TOS for the same major (year-based) version number, including Long Term Stable (LTS) builds that you are using in your project.
Today’s change in our TOS means Improbable is no longer in breach by providing you a service, and that we are able to reinstate their licenses. But we do not consider them a partner, and cannot vouch for how their service works with Unity as we have no insight into their technology or how they run their business.
We know Improbable was in violation even before the December TOS update and misrepresented their affiliation with us. Although SpatialOS is not a supported third-party service, it can continue to be used for development and shipping games.
We are holding an AMA onr/Unity3dat 10 a.m. PST to discuss this TOS update in more detail.
Section 2.4 Working with Third Party Service Providers.
Unity developers are free to use any service offered to Unity developers (each, a “Third Party Service”). Unity does not have any obligation to provide support for any Third Party Service provider or Third Party Service under this Agreement.
Third Party Service providers may not, without Unity’s express written permission: (1) use a stylized version of any Unity name, trademark, logos, images or product icons, or other Unity-owned graphic symbols; (2) use a product name confusingly similar to a Unity product or that could be construed by Unity developers as being a Unity product or service; or (3) create or use any marketing materials that suggest an affiliation with, or endorsement by, Unity. All use of Unity’s trademarks must comply with Unity’s Trademark Guidelines.
Partnering with technology companies is key to our approach in providing a robust game engine across many platforms. As such, we were excited to listen and explore ideas with Improbable when we started discussions more than two years ago. Unfortunately, Improbable chose an approach which doesn’t involve partnering with Unity, but instead involves making unauthorized and improper use of Unity’s technology and name in connection with the development, sale, and marketing of its own products.
More than a year ago, we told Improbable in person that they were in violation of our Terms of Service or EULA. Six months ago, we informed Improbable about the violation in writing. Recent actions did not come as a surprise to Improbable; in fact, they’ve known about this for many months.
Two weeks ago we took the action of turning off Improbable’s Unity Editor license keys. This is a unique case — and not a situation we take lightly — but Improbable left us no choice. This was the only course of action to protect the integrity and value of our technology and Unity developers.
We believe that even though Improbable is violating our EULA, game developers should never pay the price for that. We have been clear with Improbable that games currently in production and/or games that are live are unaffected, and we would have expected them to be honest with their community about this information. Unfortunately, this information is misrepresented in Improbable’s blog.
We are genuinely disappointed that we have been unable to come to an agreement with Improbable, and their improper use continued until we took the action we did. Despite this fact, we can assure developers that they will be able to continue development while we resolve our dispute. We are committed to ensuring that developers will receive support for any outstanding questions or issues as we work through this problem.
You changed your terms of service too, what’s that about?
From time to time, Unity will update its Terms of Service (TOS) to reflect how we run our business and address questions from our partners and customers. In December, we made clarifications to our Streaming and Cloud Gaming Restrictions because we received requests for clarification as the industry is evolving quickly.
At the core, the Streaming and Cloud Gaming Restrictions terms are still the same as before. We received feedback that the language was ambiguous, so we updated our Terms of Service to be clear on our distribution and streaming restrictions. We will continue to listen to the community and clarify as we can.
From a technical standpoint, this is what our clarification on our TOS means: if you want to run your Unity-based game-server, on your own servers, or a cloud provider that provides you instances to run your own server for your game, you are covered by our EULA. We will support you as long as the server is running on a Unity supported platform.
As an example, if you have made a Windows or Linux player build of your game to be an authoritative game server and run that on a server in-house, you can continue to develop, publish or operate your game as usual. If you rent a server or pay for a cloud instance to run the game, you can continue to develop, publish or operate your game as usual.
However, if a third party service wants to run the Unity Runtime in the cloud with their additional SDK, we consider this a platform. In these cases, we require the service to be an approved Unity platform partner. These partnerships enable broad and robust platform support so developers can be successful. We enter into these partnerships all the time. This kind of partnership is what we have continuously worked towards with Improbable.
Update: We understand there are still some questions about our TOS. We’re currently working to make the TOS clearer. If you are worried about your particular situation please write to email@example.com and we’ll address your question.
TerraChi: Our first hurdle was deciding on the scope of the project, how large should we go, knowing we only had limited time to deliver. Time is always going to be your biggest challenge – to overcome this you need a strategic timeline in place with consistent milestones using an agile development workflow. Setting small weekly goals with weekly sprints enabled us to work focused and efficiently and gave us clarity, as we quickly navigated through ideas we thought were possible. It was often the case, where we thought, “Hey, that would be a cool idea”, we would then quickly prototype it, and find out “oh, that wasn’t as fun as we thought it would be.” And sometimes, by prototyping it, we would find out better ways of conveying a creative idea.
Photo Courtesy of UTS Animal Logic Academy
For example, originally, we had way bigger and more complex Tai Chi moves, thinking they would be easy to do. However, through a fast rapid prototype it became apparent that these moves were way too complex for the average user. Even the artists and developers making the experience struggled with it. So our advice here – you may think you have a great idea, but until you try it and play it out, you just won’t know.
Our whitebox prototype was key to testing the experience. It should be good enough to user test, so you can obtain relevant feedback to enhance the experience. A great whitebox should be able to convey the core principles and mechanics of the experience. We had this as an early milestone, and we were able to focus on the polish of the experience much earlier than we initially thought we would because of its success.
Photo Courtesy of UTS Animal Logic Academy
Before you even have a whitebox, you can get up and roleplay your experience. Act it out, pretend that one person is the user, and the other is the experience. Act it out and talk it through. You will be surprised how many unknowns spawn from this and what amazing answers you otherwise wouldn’t have thought about.
The Best Moment
One Hand Clapping: For us, the most satisfying moment in the process was our first showcase at USC. We had a line of people standing behind a literal red velvet rope that we’d found somewhere, waiting for half an hour to play the game and gave us compliments. We were awarded the “Bazillion Dollar Idea” award. It made us explode with happiness and validated our work, being told that the thing we’d worked so hard on was good.
Photo Courtesy of Bad Dreams Games
More deeply than that, it affirmed that One Hand Clapping was capable of affecting people in a more profound way than “Hey, that’s neat!” That’s something I think we all felt during development, but to hear it from others for the first time was profound. Watching people play the game and perform or respond emotionally exactly how you want them to was also rewarding. Interestingly, it was equally rewarding when players played through the game in ways you never anticipated! Games only exist when people play them, so seeing players interact with One Hand Clapping and respond positively to the experience was fulfilling.
We also had some great moments whenever a team member showed off something they made, which matched or exceeded your expectations of what you envisioned. It’s a comforting feeling knowing others care as much about the game as you do and that you are on the same page.
TerraChi: The success of the whitebox was where everything came together. Again, it was crucial as it confirmed to us that we had a solid experience and that people would enjoy playing it. In addition, completing the experience and showing it to people outside the academy walls was great!
Photo Courtesy of UTS Animal Logic Academy
We have been fortunate enough to have our experience be nominated and win awards, as well as be showcased at local events such as The Sydney Film Festival’s VR Hub and NSW 360 Vision, as well as be a University Library exhibit. It’s a joy to see the public enjoy something we have put so much thought and hard work into. Seeing users growing a tree, summoning fireballs, and exploring a world that you have created is what it’s all about- especially when they come out and say it’s the “Coolest thing I have tried in VR!” It was also an inspiring moment to see the team of students band together and work as a team to deliver something this ambitious.
The Hardest Moment
One Hand Clapping: The most difficult point of the project came to a head about halfway through the development process. We had developed a bunch of puzzle mechanics more or less independent from each other and were trying to put them together in a cohesive layout. Additionally, a lot of the game at that point depended on a pitch meter, a UI indicator which divided your singing range into 4 discrete chunks and visually represented your pitch.
Photo Courtesy of Bad Dreams Games
With the help of playtester feedback, we realized two things; First we were missing one of the greatest things about using audio as input, which was its continuous, analog nature, and second, the game was also really difficult at that point. We came to the tough decision of scrapping the pitch meter, and with it, a large portion of the puzzle mechanics we had developed, as well as the art and narrative that supported it. Although it felt like we had wasted time on work that was now being tossed aside, we learned a lot about the fundamental appeal of our game and allowed us to construct a more cohesive, accessible, and fun experience. This decision required us to let go of four months of hard work and learn from our mistakes to shift our game mechanics and overall structure to make the strongest demo. Once we knew what we wanted to make, it was reinvigorating, and everyone worked twice as hard to make it a reality.
Tips for the Final Sprint
TerraChi: Stick to your game plan! Don’t get distracted on the small details. Make sure that your core mechanics work and are fun! Trust the process you and your team have put in place. There are always reasons and excuses to get distracted, having a good game plan to come back to keeps you focused. Have a checklist with weekly and daily tasks you want to get through. If the list is to big, break it down into smaller lists. Using Trello for this is great! It helps provide transparency and oversight for the whole team.
Photo Courtesy of UTS Animal Logic Academy
Build and test early and often! You want to keep an eye on that framerate, and make sure when you are adding more detailed assets, more interactions, more anything, that you do a test build and try it out. It shouldn’t come as a surprise at the end, why your framerate has dropped, or something is glitchy. Early and often builds will get you ahead here.
Don’t be afraid to make the difficult decisions. Unfortunately, with a deadline looming, sometimes you must cut ideas from your original plan. This can be difficult but is often better for the project. Having a board of stretch goal and wish list items is great for this. I usually get our students to break it into three categories. “Must Haves” – these are key to the core experience, without these the experience loses its uniqueness and true value. “Nice to have” – these are extra’s, but with them bring that added level of polish to the experience and visuals. However, without them, the project still works and is unique. “Wish List” – these are all the lovely extra’s. like dotting your “I’s” and crossing your “t’s”. If you can get wish list items into your experience, you are doing well! However, always prioritize “Must Haves” and “Nice to have’s” over this
One Hand Clapping: My advice for the last month of development is to not get lazy. I’m definitely guilty of thinking things were good enough when they weren’t, and without seeing teammates continue to push, I would’ve called a wrap much earlier. I’m not saying you have to stay up all night every night, but the game you’re working on should be something you’re proud of. You’ve already worked incredibly hard on it, so don’t get lazy now.
Photo Courtesy of Bad Dreams Games
In the last month of development, I would make sure that you have someone constantly running through the entire game and writing down all of the small bugs or inconsistencies so that you can start crossing those off of the list. But also keep in mind that you can polish a game into eternity and lose track of the larger issues. Don’t get caught up making all of the colliders perfect or all of the sound levels balanced until you’ve made finished making the actual game. The small things matter less than the experience as a whole, and the small things often take more time to fix despite being easier to fix.
As you prepare for the last month of the challenge, take the advice of students who have been in your shoes! Make sure to properly scope, prototype, and playtest to make these next few weeks productive! Join the Challenge on Connect and build something!
Cultivating an atmosphere of energy, positivity, and collaboration is a goal of every Unity office, and no team better embodies this goal than our Workplace Experience (WE) team! From managing the day-to-day operations of each office to planning and executing Unity office events, our WE teams around the globe are charged with ensuring that each office is a great place to work for any Unity employee.
Read the newest installment of our Faces of Unity series to get to know Sonya Gharsallah, the Workplace Experience Coordinator in the Unity Brighton office!
What do you do at Unity?
I am the Workplace Coordinator at the Brighton office in the Workplace Experience team. We are the cogs that keep the Unity machine running smoothly, enabling people to be at their happiest and most productive. Some of my responsibilities include onboarding new employees, coordinating catering for the office, organizing fun team building events, facilitating overall well-being within the office, and keeping a productive and effective line of communication.
What does an average day at work look like for you?
Every day is a bit different. Generally, I come in early, attend to my emails to make sure all travel bookings are on track and do floor checks to ensure fridges are stocked and meetings rooms are tidy. Then I deal with requests and office feedback and make sure they’re dealt with in a timely manner. I’m also responsible for setting up meeting rooms and ordering catered food for Unity staff, and I’m always liaising with Unity staff globally and learning something new every day! I also like to research new fun office engagement ideas.
Where were you before joining Unity?
I was a studio assistant at a small games development company in Brighton called Wish Studios after completing my undergraduate in post-production for film and television.
What made you decide to work at Unity?
I really enjoy working within the games industry, the people are so welcoming and friendly. I loved the culture and wanted to be a part of it and help make it an even more amazing place to work!
What cool projects have you worked/are you working on?
This year I’ve really focused on office engagement and events. The Brighton Workplace Experience team delivered some really great Halloween/Christmas craft evenings which included painting, carving, and board games! I think it’s important to bring people together to try new things and to further add to our incredible company culture. In the next few months, I want to further improve our well-being programs and implement things such as meditation and bringing guest speakers into the office.
What do you enjoy about working at Unity overall?
I Iove the people that work for Unity. From day one you feel welcome and familiar, and I get to meet people from all over the world and have made some really amazing friends.
What is your favorite thing about Unity?
My favorite thing about Unity is the freedom to explore creative ideas to make the office an even better and happier place, and the support behind us is absolutely inspiring.
What would you tell someone considering a career at Unity?
We have an incredible culture! Each office has its own activities and events for employees to experience and participate in.
What’s your favorite non-Unity related activity?
I’m a bit of foodie, so I absolutely love cooking and eating out, when I go traveling, I go to eat!
Favorite video game?
Currently, my favorite video game has to be Red Dead Redemption 2, I’m in awe of it! I’ve been really taking my time with it and enjoying all the side quests, often with games this big it can get repetitive and a bit boring but there’s always some weird quirky easter egg to find.
What is your favorite game/film/experience made with Unity?
My favorite made with Unity game isBattle Chef Brigade. I saw a trailer for it and bought it immediately. I love the art style, it reminds me of a Studio Ghibli film, especially the food elements. I’m not usually a big puzzle game fan, but this game made it really fun, plus it had the platform battle aspect and a really great story going for it, so a massive thumbs up from me!
What excites you most about the future of Unity and where we are going?
There is a lot of focus of diversity and inclusion at the moment and I think that it’s really exciting to be a part of that discussion and change. I’m optimistic that Unity will be a leading example of diversity in the tech industry and demonstrate how celebrating differences can make a company so much stronger and a more exciting place to work!
— If you’re interested in joining Sonya at Unity and attending some of the amazing work events that her and her team throw, check out ourcareers page!