Unity games. The best on the Unity3d engine. Development of the first game Games on the unity 5 engine

We have already managed to tell about the history of the Unity engine and its advantages in the article "". In short, this technology is incredibly popular among indie developers, as well as a number of large studios that create games of various genres on it. Below, we'll take a look at some of the best projects we've spawned with Unity.

10th place

The original indie first-person shooter created by the Superhot Team of the same name. As a small demo for the 7 Day FPS Challenge, the game has grown into a demo , and then moved to Kickstarter, where it received the necessary funding and subsequently became a full-fledged game.

In appearance makes a nondescript impression: the graphics are made in a minimalist style (red faceless opponents on a gray background), and the gameplay offers only one thing - to shoot at opponents. However, the uniqueness lies in the shooting itself, or rather, in how it goes.

So, when you move, time in SUPERHOT flows as usual, but as soon as you stop, everything around freezes. Stopped time will allow you to look around and figure out a further course of action in order to make beautiful series of murders. But if you catch at least one bullet, you will die.

9th place

Another indie game created by by Failbetter Games. By itself, Sunless Sea is not a cult and does not offer unique things. We decided to add it to the list only because, in general, the game is made with high quality, and its genre - roguelike - today is almost impossible to find in its pure form in the gaming industry.

After raising funds on Kickstarter, the developers decided to release a spin-off to their own browser-based RPG Fallen London. All the action of Sunless Sea develops in the same universe and within the same time frame - the scenery of the Victorian era, which absorbed mystical themes and fantasy like the legends of Cthulhu.

Playing in Sunless Sea was for the captain of the ship, who travels to various islands of this world and faces all sorts of obstacles.

If you want to play a game with a wonderful world, well-designed scenes and good plot, which is not inferior to serious books, then you will definitely like Sunless Sea.

8th place

An MMO simulator in which players need to co-operate a huge airship. Guns of Icarus Online is designed in style . You will not find any world or description of the universe in this game - everything that happens takes place in the faceless celestial spaces where combat airships collide.

Being a session game, the game offers gamers to participate in online battles both 1 on 1 and in the form of mass battles. However, 1 on 1 is a relative concept, since each one is represented by four real players.

Before the start of the battle, each of the four must choose a specialization: the class of a pilot, gunner or engineer. True to their name, specializations are task-oriented and have unique characteristics.

During the battles, the entire team of players is on the airship and performs their duties. Being an engineer, a gamer can take the helm of a pilot or sit on a cannon. The pilot, in turn, no one bothers to go to repair a broken object.

The difference lies in the debuffs and buffs that are applied depending on the class and actions of the player (the pilot controls better, and the engineer repairs faster).

Guns of Icarus Online features many unique airships, each with its own firepower and characteristics. The victory will be achieved by the team that will send the enemy equipment into free flight - i.e. will destroy.

7th place

The project, which created a bacchanalia of “hype” in 2016, which swept the entire Internet, penetrated television and newspapers. is free game for mobile devices, in which the player needs to collect famous monster characters from the Pokemon universe.

The key feature of the game is based on augmented reality technology, which, using an Internet connection and a video camera, determines the location of the user and projects the Pokémon themselves on the screen, which at that time seem to be in reality.

However, only Pokemon Go managed to get a loud response from the public - the game was downloaded by more than 100 million people from all over the world. Studio Niantic also managed to earn about half a billion dollars.

6th place

In 2016 Campo released an interesting indie project - game in with a 1st person perspective that tells the story of ordinary person by the name of Henry and his problems, which gives rise to modern society.

The game takes place in the Shoshone Forest in 1989, just at the time when the Yellowstone fire started. Main character Henry, who has lost his beloved wife, decides to disengage from society and go into seclusion, becoming a forest observer on one of the fire towers.

The whole plot is based on the communication between Henry and the girl Delilah, who is on the other side of the radio during the entire passage. The relationships of the characters, as well as the issues they raise, are the essence of Firewatch.

5th place

Studio Obsidian Entertainment continues the trend created by her to resurrect the "old school" role playing. After the successful Pillars of Eternity, the developers set about - a project of the same genre that tells a completely new story.

Like PoE, which we also advise you to play, Tyranny is made on the Unity engine. In technical terms, the game (like all of the above) does not offer anything new - it is the use of all the same border technologies of the 1990s and 2000s that were once used in CRPG.

Being familiar with the genre, you will encounter familiar party gameplay and pause. You are expected by difficult battles in which you need to use all the skills of the heroes, and the branching plot and dialogues, which are the main highlight of Tyranny. Fans of Baldur's Gate and Planescape: Torment are recommended.

4th place - Rust

In the endless odorous goo called "Early Access Survival Simulator" it is very difficult to find something worthwhile, except for the directly smelly goo. However, exceptions still take place, as Rust eloquently tells us. This "survivalist" primarily differs from hundreds of similar clones in that it became one of the first of its kind.

Rust

The Rust project has been in early access for a long time (since 2013), which essentially ranked it in the damn camp of "alpha games" that were never destined to be released. However, the game has been updated for so long and has acquired so much content that it was in early access more at the whim of the developers than due to technical reasons. Finally, on February 8, 2018, the game was officially released.

In general, all the craziness with games in early access in started with DayZ, which hit the industry like a bolt from the blue. It was on her that the developers of Rust were guided, however, they soon decided to move away from the original idea and mix the features of DayZ with Minecraft.

Actually, the essence of Rust lies in the genre itself - you need to survive. The game works exclusively in network mode, so you will have to interact with other players.

You will find yourself on a huge island with the only goal - to survive. Well, to survive, you have to collect resources, craft various things from an ax to a gun, build bases, fight other gamers, and so on.

We would not have placed her in the top if, as mentioned above, she had not become one of the pioneers of the genre. Quality game, which managed to sell more than 5 million copies by 2016, which speaks in many ways in favor of Rust.

3rd place

This indie platformer is a rare exception when games of this genre, created by small studios with small budgets, become masterpieces.

Most games on Unity are created by indie developers (about 90% of the total). Basically, of course, such projects fail or simply go unnoticed by the audience, which hurts the presentability of Unity. And only occasionally games like swirl through competitors, leaving everyone behind.

Inside is developed by the Danish studio Playdead, who are also responsible for the release of Limbo. In Inside, you also have to play as a nameless boy, traveling through a grotesque and dangerous world.

Here you will not find any great gameplay, no super-cool graphics, no superbly written dialogues - only an oppressive and gloomy atmosphere that puts everything on the shelves without words.

Discussing any innovative technologies in the case of Inside will not work. Unity that was used , just gave them a wide range of tools and ease of use, which top engines like Frostbite cannot offer.

This was enough for developers to create the simplest in terms of gameplay and graphics, but incredibly touching and memorable game.

2nd place

Another interesting project on Unity is the space simulator Kerbal Space Program - a fascinating , in which you are invited to erect your own spaceport, build a rocket and launch it into space!

Many games can offer similar fun, but the Kerbal Space Program is unique in that it requires the player to be smart and at least have a superficial knowledge of the laws of physics.

It is likely that your first run in this game will end in failure, and it is equally likely that the second, and even a dozen subsequent ones, will suffer the same fate.

KSP is highly complex, so you will have to consider many factors - the speed required to reach orbit, the amount of fuel, gravity, and more - in order to carry out your own space program.

Having dealt with the construction of the rocket, you will try to get into the orbit of the Earth, and then completely leave it to get to other planets. In the Kerbal Space Program there are living creatures - kerbals, who will become your astronauts.

Having mastered space flights, you will be able to choose a more global goal for yourself - to deliver a crew to another planet, land it, and then deliver it back.

All in all, Kerbal Space Program is a game of great difficulty, which you will have a lot of fun with and become a little more erudite.

1 place

The Civilization series stood at the origins of the genre 4X strategies. Since the 1990s, she has come a long way and still continues to be considered the best of the best. Naturally, from year to year, the emerging financial successes of the series have repeatedly encouraged and continue to encourage third-party developers to release something similar.

Some work as carbon copies, a minority do unique games, which in many ways even surpass Civilization. Endless Legend, developed by the Amplitude studio on the Unity engine, is just one of them.

Endless Legend was released in 2014. After three years, it received four major and did not lose that, albeit small, but still the fan base, which greatly fell in love with this magical strategy.

And while the goals of a 4X strategy are the same as many others (you must completely destroy the enemy, or achieve a scientific/territorial/diplomatic victory), its setting and some features stand out significantly from the competition.

If you are tired of Civilization and similar clones, then pay attention to Endless Legend - a game with its own bewitching universe and unique mechanics, which, quite likely, you can fall in love with much more than the "chips" of the same Civilization.

Video: Endless Legend trailer


Like if you liked it

Unity3d is often referred to as an engine for small mobile games, but that's not the case at all! This is a very adult and professional game engine! In this article, we will consider the most famous games on the unity.

The Unity game engine has opened the door to game development for many, many people, mainly due to the low barrier to entry and C# as the main programming language. For this reason, the Unity3d engine is a favorite among independent developers.

The launch version of the engine first saw the light in 2005, while the demand for indie games was born even earlier (more precisely, in the year 2000). Studio developers have been tirelessly looking for a way out of a difficult situation, as it was quite problematic for them to compete with such industry giants as Ubisoft, Activision, Bioware and so on. By the way, large companies do not hesitate to use Unity for the development of AAA games, despite its cheapness and simplicity. And now we are seeing how every month there are more and more new products that capture the attention of users and bring creators a very good profit. But, let's talk in more detail about what are the most popular games on the Unity3D engine.

hearth stone


Perhaps the most famous KKI in the world, which has long been held championships and competitions with impressive cash prizes. The card battle between the heroes of the famous universe created by Blizzard attracts millions of users, and this moment the gaming database of accounts is about several tens of millions of participants (most of them log into the game at least once a day).

Firewatch


The Unity3D game called "Firewatch" is the brainchild of former employees of Telltale, 2K and Double Fine, who created a new brand - the independent studio Campo Santo. Surprisingly, one of the first projects of the company gained immense popularity, collected a bunch of awards and titles, thanks to amazing graphics, suitable plot and extremely clear interface.

Ori and the blind forest


Ori and the Blind forest" is a 2D platform game with amazing graphics and a very touching scenario. The project won the love of gamers and created a whole army of fans for future projects of Moon Studios, who are already working not only to continue the adventures of the funny forest spirit, but also plan to launch several games on Unity3D, different from the flagship of the organization. I included Ori in the list.

Inside


Another platformer, this time a little scary. Little boy wanders around magical world and fights with some evil that wants to work people. Playdead has already launched a very successful online famous game under the name "Limbo", the success of which allowed the developers to develop their own production and use available equipment to present even more elaborate singles to fans.

Republique


Republique is a mobile stealth game made possible by members of the former development team behind such acclaimed titles as Halo 4 and Metal Gear Solid four". The launched campaign on the popular Kickstarter service allowed us to raise additional funds for development, and we saw a truly memorable game that you want to dive into every day until you reach the final.

Warhammer 40,000: Regicide


Do you love chess and are you a fan of the 40K universe? Then, the presented project from the Hammefall Publushing studio will delight you with an oppressive atmosphere and the presence of all those elements that we have been waiting for from the authors of the famous franchise. Strategy game on Unity3D combines the nuances of real-time strategy and chess, each piece of which is made in the format famous heroes Chaos and Order.

Albion Online

Few people believe that this MMORPG will ever leave the stage early access. But a large number of active users who follow the development of the project and participate in the ongoing battles within the Sandbox Interactive project are quite satisfied with the quality of this sandbox. And they are not at all embarrassed by the fact that the "stuffing" of the game is not UE, but the well-known Unity.

Star Wars: Galaxy of Heroes


A fairly well-known mobile game from EA Capital Games. I myself was lucky to participate in its development. Several tens of millions of people in the audience, a cult franchise! Very high quality product!

Pokémon Go


And, of course, one cannot help but recall the legendary Pokémon that flooded the news feeds of all gaming portals at the time of release. Several tens of millions of players around the world exploited their own gadgets and chased amazing creatures in real world, while all the main game elements were executed on the same Unity.

Other Unity Games

The games listed above are the most famous on the Unity3d engine, but believe me, there are still very cool games on unity! If I missed some especially important ones - write in the comments, pliz, we will make the 2nd part of the selection :) And join ours!

Once upon a time I went to POVT(you can insert your specialty in IT) to learn how to write games. Although the training was somewhat distant from the topic of interest, it brought fundamental knowledge, without which it would have been very difficult. Further work in several companies after graduation only dragged me into the enterprise, moving away from game development. But, from time to time, buying new game, or watching the development of the next title, a very obsessive idea arises - “I want to do this!”.

The first attempts usually do not end well - many mini prototypes remain at a very early stage, or fit "on the table". This is not a bad stage and there is no getting away from it. Over time, the desire to complete something will become so obsessive that you can do it.

I took the last project very hard and brought it to the release stage.

Introduction

The general plan of the main stages of creating a game, covered in the article:
  • Plot
  • Inspiration
  • Concept
  • Working prototype
  • Development of a prototype into a final product
  • Completion
At the end of the article, I will touch on future plans, impressions of the chosen tool and some mistakes.

Finding and cultivating an idea

Ideas come often enough, most of them are quickly dismissed, but some will come back again and again. Write them down, just memorize them, and if after a while you return to a specific one again and start scrolling through its variations, you should take a closer look at it. If she still grabs you, grab her!

You can't start without a core idea that defines the whole game from the start. Of course, during development, you will go through stages when it seems too banal and of no interest to anyone, you will be distracted by new opportunities, you will want to change everything, quit what you started, but you should not deviate from the initial plan, you will still have a chance to correct what you started.

In my case, the idea was the boat racing genre.

Plot

A small script was written - just a few paragraphs of text that divided the game into all stages, from start to finish, with specific goals and objectives, united by a common story. No, there were no revelations and turns in it, it is absolutely straight. But without a plot, without the ability to complete the game - you're just wasting the player's time - yes, there is an audience for this kind of games, but it's just disrespectful to gaming culture generally. If you once again sit down to make a runner - then give the players tangible progress, give the opportunity to complete what they started, let them finally go through everything that is, and update the game later for the next part of the adventure (or sell it), think about replay value, replay, if so no other ideas - but never release something without an ending screen!

The absence of a plot is justified only if your game is a purely competitive discipline. In the latter case, if these are not entirely abstract games like Go, checkers, chess, you should take care of a clear description of the game world in order to avoid the mistakes of this world yourself when filling content or during the creation of heroes. "Lore" is very important to the players, and if the details of the world are emphasized with invisible threads throughout the work, this will give an atmosphere for which the player will return again and again.

Inspiration

Many developers themselves play games, watch movies and TV shows, read books, and often bring their own vision or new interpretation of the shades of the affected works to projects. Now it's hard to come up with something conceptually new, and don't be afraid to learn something from other products. Sometimes, good project builds from fairly simple things on the surface of other games, of course, and there are exceptions, but take inspiration from everywhere and carefully mix in your project.

My inspiration came mainly from three games.
The main style was remembered, unexpectedly, with Mario, namely Sunshine- there was such a game on gamecube- there was water everywhere in it, it was very beautiful, there were even several mini-race missions on this water in the game, but, as it still seems to me, since then, in all new Mario there is simply no such pleasant water. Back at the time when I was playing the game, I had a concept of a racing machine with water jet engines from the game. I didn’t really think about the fact that I would someday realize this idea, but it was very pleasant to remember my emotions more than a decade ago.

The main variant of the gameplay was the so-called time trial - here we wanted to achieve something similar to the series trackmania. Possibly in the last part Turbo) the developers have crossed a certain line of hardcore bordering on the impossibility of ideal walkthroughs on

maximum concentration,

I have 316 medals on 128 tracks and sometimes I wish I never opened the game again

But the intensity of the races, which you want to pass without errors as quickly as possible, with an instant restart in case of an error, is the key moment that determined the entire gameplay.

Additionally, I didn’t want to limit the player between levels, I wanted constant control over the hero, so it was decided to make the game in open world, while the launch of the races is inspired by the initial BurnoutParadise, in which there was no launch of races from the menu, and even a restart - you always had to drive up to a point on the map and start over. In my case, the restart remained, but this possibility is maintained for a very short time after the end of the race.

Of course, these are all AAA-class games, and only a small detail has been taken from each, but, as I already mentioned, you should never turn your back on what is already on the market. Undoubtedly, if your gameplay is so unique that no one around offers anything like it, that's great, but in my case it was interesting to create a nice product without pretensions to conceptual uniqueness. I remembered the time when I set myself each of shareware games included in gaming magazines, and I wanted to make a game no lower in quality than such projects.

Concept

The concept should reflect the main mechanics - in my case it was the behavior of the base boat, on the water, with the ability to change its characteristics, as well as basic control and camera.

Despite the fact that there was no special acquaintance with Unity3d before, this stage did not become something incredibly difficult.
For reliable behavior of the boat, I had to delve a little into the physics of processes and write my honest Buoyancy- script based on one found on the net. After the first attempts, which used a significant simplification of the ongoing process, without a lever of force, and separation of volumes, everything began to feel just fine!

A script was also created with parameters that determine the maximum speed, buoyancy, and some others through the editor's interface. Try not to abuse public fields for the editor, often many of the fields initially selected as open editable fields by the editor, after some tests take on specific values ​​forever, and from that moment it is worth closing them in class properties.

The camera was created as a separate physical object that tends to follow a certain point in space - for this, an attractive force is applied to it and the maximum possible angles of instantaneous rotation and the distance for instantaneous movement are additionally limited. Even in the final version, I did not do anything about the passage of the camera through objects, only the ability to instantly teleport the camera to a new point was added.

Working prototype

At this stage, concentrate on implementing all the moments of your story component. All parts of the game and the main mechanics (if there are several) must be implemented in order for you to be able to " pass the"let it be a truncated game in the form of a sequence of all mechanics from beginning to end - albeit without specific decisions in visual design, just at the prototype level.

This stage is the most important - it is here that you will understand what the game will be without all the tinsel of art and design. Just the bare mechanics of the whole game. It is with such prototypes - additionally improved visually, and assembled into a kind of seamless product - that the studios approve their projects. You may also find at this stage that the mechanics are not working, that drastic changes are needed. Set the game for yourself and move on, from now on the game will be filled with duration, decorations and content.

In my case, I created a basic version of the tracks, with starters, direct start and finish, and checkpoints. It became possible to drive through various tracks, a start screen appeared and the mechanics of displaying history in slides appeared - at first it was just squares of color - and I saw them for a very long time.

Prototype development

It's time to improve our prototype to a kind of product that is similar in some way to the final product. Write down all the ideas about what you can decorate the game with, and everything without which you cannot see it in the release version, mark the insignificant ones. Try to include as many of the items that appeal to you as possible. Accept the fact that not all of them will go into the final product. Now you are ready to decorate and fill the world of your game! Tip during implementation - don't be afraid to break something!

In places it is like the work of a sculptor (or artist) when you have to carve a shape, but there is no ideal option, and each stroke only adds new outlines. It's hard to get used to at first, because it's too non-deterministic from a programmer's point of view. I’ll try to explain - when some objects are laid out in our scene, then you just need to accept that they will always lie in their places, and if once again we take a fresh look and shift everything to our new vision, then this cannot be changed - intermediate options are overwritten among all possible. It is simply impossible to quickly restore one of the specific options. Of course, in critical situations, I duplicate all objects for rollback, but after accepting a new option, the old one goes away forever.

For code, use any version control system, but this is rather a mandatory item, and I don’t think that anyone in our time does without it.

I am (not yet) an artist!


The most difficult part was the development of all the models, texturing and rendering of the plot pictures, presented in the form of frames stylized as a comic book.

There were not many pictures - around 20, but creating storyboards and filling them with content - unfortunately, it took more time than I wanted.

With models, everything was also ambiguous - once there was a little experience in modeling for personal purposes, and even a couple of cars were added to GTA3, but nothing has been done on such a scale. Considering the unwrapping and optimization of the models, this was the hardest part. In total, more than a hundred of them were created to fill the world, and I believe that this is still not enough, but at this rate the game would never have come to the release stage.

Sound

Similarly to the artistic component, there is work with sound. This is a very important part, but unfortunately, without the ability to license tracks and sounds, our choices are very limited. There are several resources, from which I have chosen options that do not require licensing at all. However, for a more serious project, this is not suitable. If you yourself can record and produce the right sounds, music is just fine!

In the future, it is worth collaborating with composers of the indie scene, they are also happy to cooperate, and a lot of modern indie games are sounded this way.

Product Completion



Review the original scenario again - complete all tasks for its execution. Go over your list of decorating ideas again, but stop yourself if it contains non-essential items. Show this option to your friends, ask what they liked and what not. Don't be afraid to take criticism, but don't fall for empty remarks either - your vision doesn't have to be completely obliterated by reviews. Often at this point you can still include a couple of easy-to-implement details in the game. Next - only release!

A vision for the future

Many ideas, of course, will remain unrealized. In my case, there are more than 20 items left in the task list, of which only 2 add something really new, the rest is additional polishing and decorating the world. Leave them, know how to stop yourself, otherwise the project will be endless. If users accept it positively, then it may be worth continuing to improve it, however, everything can be polished for a very long time, and given the time spent - it took me about 5 months of work by one person from the earliest prototype - it is worth finishing with what is.

If I had an experienced modeler, artist and composer in my team, then everything could be completed in a month, but alone, without the necessary skills, everything happens much more slowly.

There was also an idea to release the project on mobile platforms- it's still a multi-platform engine, but the reality is that you can't get it without additional hard optimization. If the game has an audience and requests, then there will definitely be an attempt to port. Now you need discrete graphics (the integrated IntelHD4400 was checked - it is clearly not enough, but when using a discrete video card, even a laptop, you can count on a normal number of frames)

Impressions from Unity3d

It was very convenient to work, given the existing experience in C # development, only in some cases you encounter the limitations of Mono and the specifics of the objects themselves. There are quite a lot of lessons - though most are aimed at beginners, so it’s difficult to listen for a long time about the location of brackets, variable names, their code standards with different notations and other similar things, and these little things are given a disproportionate amount of time. But at a speed one and a half to two times faster, often you quickly scan or scroll to the key moment in the video, watch how to work with the next window, open the attached listing and continue in your project.

There are many different plug-ins for Unity, and even a small editor extension dialog was developed by myself to generate buoys on the track, with some coefficients for smoothing turns. You can find a huge number of scripts on the net, and you should also not bypass the built-in AssetStore, which has both paid (most) and free options. Additionally - contact the official forum, where they will definitely answer you.

Also - in Unity there are still problems in the form of incorrect work of something, and in my case, I had to release the game on the latest beta version, because all the previous ones were simply not intended for the WindowsStore build - an error in working with shadows. As a result, there is still one problem that has not been fully resolved, due to which it was necessary to generate the project in Il2CPP mode, although I wanted to get regular C # - the problem is known and hangs in suggestions for improvements, but you should not hope for a quick resolution.

The only thing I want to add is a very long recalculation of lighting! Its baking can easily go beyond 20 hours on stage, and this is with not the weakest CPU. But without this, your shadows will be scary to look at. Apparently, all developers should have at least 8 or even 10 or more cores, with an unlimited number of random access memory, since one task for recalculating light easily consumes 4GB, while the number of such tasks on large scenes is measured in hundreds.

Mistakes


I can only see them when I look back now.

The main thing - after a month of work, start promoting your project - it doesn’t have to be advertising, but keep blog posts, show what you are working on, it’s very good if some concepts or early gameplay can be published by this moment, but don’t be silent ! In my case, I realized that I was ready to tell everyone around only when I had the final build, and it seems to me that this is not worth doing.

The development of models and pictures, in my case, took too long for the project, and most of them could have been left more sketchy, focusing more on a few main ones.

Try somewhere in the middle, or even initially - build on the target platform. In my case, it took another two weeks to fix all the shortcomings, and wait for the last beta to fix all critical bugs.

Still, the most important thing is the experience gained in the release of the first completed project. Even if it fails, this should not stop the plans to work on and improve.

P.S. Initially, the article was almost twice as long, and I had to make a shorter summary. There were also cut out such moments as: UI, earth, water and waves, directly release with laying out in the store. If you have any questions on the topic - ask, and I will try to answer.

Here you will find shooters based on Unity 3D, one of the most popular game engines of our time. The features of this engine allow developers to create games with modern graphics and excellent performance, working on any platform - PC, consoles, mobile devices, browsers.

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"People's" engine

The world first learned about Unity 3D in 2005 - it was then that the first revision of this engine was released. Over the years of its existence, this application development tool has gone through several versions, acquired numerous new features and support for a wide variety of platforms, and has also become the basis for hundreds of single and online games.

Developers value the Unity 3D engine for its very easy-to-use and customizable interface, support for various 3D model formats, sound files, images and video files, support for modern visual effects and a realistic physical model. But the most important thing that attracts igrodelov in this engine is its free: for using Unity 3D does not need to make any financial contributions, which gives young studios, talented and not so talented, an opportunity to express themselves to the world.

Shooters on Unity 3D

The flexibility of this toolkit allows you to create projects in a variety of genres - including shooters on the Unity 3D engine. Gamers can pay attention to the following games:

- a session action movie in which futuristic combat vehicles become participants in the battles.

is a browser-based competitive cartoon-style shooter in which gamers can not only destroy each other in all possible ways, but also engage in creation - build various fortifications from cubes.

online shooter, in which the main characters are robots. Here, an advanced customization system is available to players: each fighter consists of several parts that can be replaced at will.

GTFO is a cooperative horror shooter from the people who worked on Payday 2

Tannenberg is a multiplayer first-person shooter set in World War I.

Last Man Standing is a survival simulator in Battle genre Royale with realistic weapons, accommodating up to a hundred people in one location.

Hybrid Wars is a futuristic top-down arcade shooter with tons of ground and air vehicles, endless explosions and chaotic...

Galactic Junk League is an online building shooter spaceships from rubbish found in landfills

STRAFE is a dynamic shooter with deliberately primitive graphics, superficial plot and hardcore gameplay

Metal War Online is a shooter in a futuristic setting, in which the main characters are a variety of combat...

TankiX- ideological heir the popular browser action Tanki Online, which differs from its progenitor in modern graphics and updated...

Osiris: New Dawn- a survival simulator about colonists settling down on a harsh planet in a distant star system

Smash+Grab is an online action game dedicated to street gangs, in which players have to rob shops, dealing with rivals from...

Hired Ops is an online session shooter dedicated to a dystopian future and showdowns between private military companies