Listen as Hardspace: Shipbreaker Game Director Elliot Hudson and Art Director Chris Williams recount the game’s journey from a humble, one-week game jam idea to a chart-topping early-access title on Steam, and how key Unity updates helped bring the game’s evolving, ambitious vision to reality.
Mike develops and delivers recorded, live, and onsite learning content to help creators improve their Unity skills. He has experience as an indie game dev and a university educator.
Elliot joined Blackbird Interactive in 2012 to help lead the core gameplay design on Homeworld: Deserts of Kharak. With a background in film, Elliot was part of the internal game jam project that grew into Hardspace: Shipbreaker - and has been the games' lead designer for the last four years.
Chris WilliamsArt Director, Blackbird Interactive
Chris moved from the UK in 2017 to join the Hardspace: Shipbreaker team as Art Director. He's been instrumental in creating and refining the modular ship pipeline that enables Shipbreaker's procedural ship generation while allowing its unique cutting game play.
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Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph
Hardspace: Shipbreaker artist David and programmer Trevor show you how they use Unity’s Visual Effect Graph...
Join our EMEA Creator Advocacy team for the last episode of 2020, where we take a close look at the game architecture behind “Chop Chop,” the first community-driven Unity Open Project.
Learn the ins and outs of Furioos, a new cloud-based service that lets you stream fully interactive 3D experiences from Unity – with peak visual quality – in any web browser.
Go behind the scenes with The Chinese Room, the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.”
Little Orpheus Tech Talk: Developing for Apple Arcade
In this deep dive into their development process, The Chinese Room shares lessons learned creating their first Apple Arcade title, Little Orpheus, and how they empowered their artists and designers.
In this session, learn how the developers of Neonverse created a highly performant mobile game with beautiful visuals by combining vertex lighting with new techniques, animating in Shaders, and more.
Join Unity Insiders and guests for a live deep-dive discussion on creating ray traced scenes in Unity. The Global Meetup connects developers from every corner of the world.
Using Magic Leap with AR Foundation in Unity 2020.1
Learn how to use AR Foundation to quickly develop or port your AR experience to the Magic Leap 1 headset, while still being able to incorporate Magic Leap-specific features into your apps.
Skip time-consuming data collection by training your AI for robotics entirely in Unity. Learn about how domain randomization is shaping the future of robotics.
Learn how to get precise performance metrics when your project runs on the target device. In this session we use Unity 2020.2’s runtime ProfilerRecorder API to display in-game stats like draw calls.
Join Sebastian Pohl from Binary Impact as he demos an example-based workflow in Unity ArtEngine, showing you how its AI-assisted artistry automates and accelerates PBR material creation.
Adding Features to Native Apps with “Unity as a Library”
With Unity 2019 LTS, we officially give creators the ability to insert features powered by Unity, including augmented reality, directly into native apps. Learn when and how to use Unity as a Library.
Shader Graph Master Stacks: Create for Both URP and HDRP
Join us for a demo of the new Shader Graph updates in Unity 2020.2, which make it much easier to create graphs that work in both the Universal Render Pipeline and the High Definition Render Pipeline.
Join us to see Unity 2020.2’s features in action. In the Editor, we’ll show you the new tools, improvements, and fixes for all major areas. The session is hosted by Unity Creator Advocate, Amel Negra.
Learn how designers and artists in automotive and manufacturing can create interactive visualizations of their prototypes and designs in Unity – without programming skills.
Crunching the Numbers: Navigating Mobile-Game Metrics
Are you developing an indie mobile game? Join us and our partner Adjust to learn about core metrics, reporting, and optimization, and the steps you can take to get your game to the next level.
Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph
Hardspace: Shipbreaker artist David and programmer Trevor show you how they use Unity’s Visual Effect Graph to create dynamic and customizable explosions with data-driven VFX parameters.
The journey continues! Join our EMEA Creator Advocacy team for an update of “Chop Chop,” the first Open Project. We’ll focus on the Audio system, Shader add-ons, community contributions and new tasks.
It's Live! Now What? Make Your Indie Game a Live Service
Find out why having a live service model in your indie game matters and discover the advantages. We discuss how to create real live service campaigns, in-app content, comms, marketing, and more.