The Unity Game Engine and the Circuits of Cultural Software
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular,
- PDF / 2,390,989 Bytes
- 128 Pages / 433.701 x 612.283 pts Page_size
- 124 Downloads / 403 Views
Benjamin Nicoll Brendan Keogh
The Unity Game Engine and the Circuits of Cultural Software
Benjamin Nicoll · Brendan Keogh
The Unity Game Engine and the Circuits of Cultural Software
Benjamin Nicoll Digital Media Research Centre, School of Communication Queensland University of Technology Brisbane, QLD, Australia
Brendan Keogh Digital Media Research Centre, School of Communication Queensland University of Technology Brisbane, QLD, Australia
ISBN 978-3-030-25011-9 ISBN 978-3-030-25012-6 (eBook) https://doi.org/10.1007/978-3-030-25012-6 © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2019 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Cover illustration: © John Rawsterne/patternhead.com Cover design by eStudioCalamar This Palgrave Pivot imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Acknowledgements
This book represents a synthesis of two separate research projects, managed independently by both authors. Benjamin Nicoll thanks the University of Melbourne’s Networked Society Institute, Intellectual Property Research Institute of Australia, and Centre for Media and Communications Law for jointly funding two collaborative research grants on game engines, which supported his research for this book in 2018. He would also like to thank Megan Richardson, Bjorn Nansen, Adam Lodders, and Jeannie Paterson for helping to secure this financial support, and for providing indispensable mentorship and opportunities for collaboration; Dan Golding, Dale Leorke, and Helen Stuckey for their collegial contributions and suggestions with regard to the above grants; John Sietsma and Chris Murphy for offering crucial insights into the world of commercial game engines; and Ceri Hutto
Data Loading...