Unity CEO John Riccitiello came to TechCrunch Disrupt SF to give everyone an update on the world’s most popular game engine.
You might not be aware that most of the games you’re playing, especially mobile games, are built using Unity.
For those not familiar with game engines, Riccitiello started by describing game engines very clearly.
Back in the days, “[game developers] would write out a game program that had lots of art assets, lots of animation, lots of sounds.
But they also had to write a rendering engine, to write a system for animations, to write a system for sound, to write a system for physics,” he said.
It’s pretty much half of all games period.
And when you wanted to port your game to another platform, you basically had to start over.
Unity works on 30 platforms, including Windows, iOS, Android, Nintendo Switch, Playstation 4, Oculus Rift, etc.
Unity competes with Epic’s Unreal Engine, the game engine behind Fortnite and many games on the PS4 and Xbox One.
There are also less popular game engines from Valve, Amazon and others.
The biggest game developers behind AAA franchises (think Battlefield or Assassin’s Creed) have their own in-house engines.
But it’s clear that Unity has captured a huge chunk of the market.
According to Riccitiello, every month, people download 2 billion copies of Unity games.
People tried at least one Unity game on over 3 billion devices.
In the past, Unity said that half of mobile games run on Unity.
But it turns out Unity now also powers a lot of games on gaming consoles and computers.
“It’s pretty much half of all games period. We have different market shares, depending on the platform.
But more than half of all mobile games built for there are built in Unity.
More than 60 to 70 percent — depending on the platform — of everything built for machines for virtual reality or augmented reality or any of the XR platforms are built in Unity,” Riccitiello told interviewer Lucas Matney.
“And then,about a little over half of all the games built for Nintendo’s platforms are built in Unity, a little bit less than that for Xbox and Sony.
But in aggregate it’s more than half.”
One of the reasons why Unity became so successful is that its pricing structure is developer-friendly.
Game companies don’t have to give a cut of their revenue to Unity, they pay Unity per seat on a subscription basis.
Other companies sometimes ask you to sign a revenue-sharing deal to use their engine.
Even more important than numbers, Riccitiello thinks that Unity is all about enabling creators by giving them the right tools.
“What powers Unity is a simple philosophy, which is the world is a better place with more creators,” he said.
“We drive ourselves to put the most powerful tools possible in the hands of creators, small and large so they can realize their dreams.”
譯文:
Unity公司的CEO表示超過(guò)一半的游戲運(yùn)行在Unity上面
Unity公司的CEO John Riccitiello出席了TechCrunch Disrupt SF,并為大家?guī)?lái)了世界上最受歡迎的游戲引擎的最新消息。
你很有可能沒(méi)有意識(shí)到,你玩的絕大多數(shù)游戲,尤其是手機(jī)游戲,都是基于Unity構(gòu)建的。
對(duì)于那些不熟悉游戲引擎的人,Riccitiello開始非常清晰的描述什么是游戲引擎
他表示,在以往的時(shí)候,游戲開發(fā)者們開發(fā)一個(gè)游戲需要大量的藝術(shù)資產(chǎn),大量的動(dòng)畫,大量的聲音,
同時(shí),他們還必須要編寫一個(gè)渲染引擎,一個(gè)動(dòng)畫系統(tǒng),一個(gè)聲音系統(tǒng)和一個(gè)物理系統(tǒng),
這些事情幾乎占據(jù)了整個(gè)開發(fā)周期的一半。
而且當(dāng)你想要移植你的游戲到別的游戲平臺(tái),你基本上只能選擇重新開始。
而Unity兼容超過(guò)30個(gè)游戲平臺(tái),包括Windows,iOS,Android,Nintendo Switch,Playstation 4,Oculus Rift等等。
相較而言,市面上已經(jīng)有的很多游戲引擎了,包括Epic的虛擬引擎,F(xiàn)ortnite背后的游戲引擎以及PS4和Xbox上面的很多游戲引擎。
還有不是很受歡迎Valve, Amazon以及其他的一些游戲引擎。
甚至很多3A巨制(想想戰(zhàn)地或刺客信條)都有自己的專有游戲引擎。
但很顯然,Unity依然占據(jù)看很大的一塊市場(chǎng)。
根據(jù)Riccitiello的說(shuō)法,每個(gè)月,Unity游戲的下載量高達(dá)20億次
Unity游戲在超過(guò)30億臺(tái)設(shè)備上至少運(yùn)行過(guò)一次。
過(guò)去,Unity總是在強(qiáng)調(diào)超過(guò)一半的移動(dòng)游戲在Unity上運(yùn)行。
而現(xiàn)在,事實(shí)證明Unity在電腦和游戲機(jī)上也同樣大有作為。
Riccitiello在接受Lucas Matney記者的采訪是說(shuō)道:”根據(jù)不同的平臺(tái),我們的市場(chǎng)份額有所差異,在移動(dòng)平臺(tái)上,我們有超過(guò)一半的市場(chǎng)份額,
在一些家用主機(jī)或者虛擬機(jī)以及XR平臺(tái)上,我們占據(jù)了60%-70%的市場(chǎng),
相對(duì)來(lái)說(shuō),任天堂的游戲只有約一半是基于Unity搭建的,相對(duì)索尼和Xbox的占比要少一點(diǎn)
但總的來(lái)說(shuō),它依舊超過(guò)了50%。“
Unity能如此成功的一個(gè)很重要的因素是因?yàn)樗亩▋r(jià)策略對(duì)于開發(fā)人員來(lái)說(shuō)非常友好。
游戲公司們不需要將自己的利潤(rùn)分給Unity公司,他們可以依照按位置訂閱的方式付費(fèi)給Unity
而不像很多其他的引擎公司,經(jīng)常會(huì)會(huì)先要求簽署利益共享的協(xié)議,然后才可以使用他們的引擎
相比較掙錢來(lái)說(shuō),Riccitiello認(rèn)為Unity作為一個(gè)能夠?yàn)閺V大的創(chuàng)造者們提供一個(gè)正確的工具是更重要的事情
John Riccitiello最后說(shuō)道:”Unity進(jìn)步的原動(dòng)力是一個(gè)簡(jiǎn)單的哲學(xué),更好的世界是需要更多的創(chuàng)造者的,我們只管做好最有力的工具,至于夢(mèng)想,無(wú)論大小,就交給那些創(chuàng)造者吧“
--搬運(yùn)自TechCrunch
--作者:romain dillet??
--發(fā)表時(shí)間:當(dāng)?shù)貢r(shí)間2018.9.5 14:00