I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Have a look at a guide from Udemy that will teach you how to create a procedural house tool in Houdini and how to export it as a digital asset in Unity. The course is led by Lucie Lescuyer, a professional 3D artist and procedural modeling enthusiast. She is a master with 5 years of experience in the gaming industry, and she’s been using Houdini for 2 years now.
The artist worked in various companies, from console games to mobile games, having a wide range of knowledge on creating games. She developed a lot of technical skills to create various tools optimizing pipelines in productions.
The course can inspire you to create your own projects with the skills gained from the initiative.
Here is what you will learn in this tutorial:
- You will see how to install and use the Houdini Engine for Unity
- You will begin to build our house with a simple box
- You will create input to replace all the boxes by real asset in Unity
- You will create procedural UVs and assign Unity materials
- You will add even more details to the house
You can learn more and join the party for $49.99 here.
The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.
Any future updates are included and will be available for download in case they are released. Next episodes are not included.