Source metadata
- Type: Official Unity e-book
- Maintainer: Unity
- Date on source page: 2023-10-19
- Primary URL: The Unity Game Designer Playbook
Key takeaways
- The playbook treats engine workflows as tools a designer can pull on. Better data structures and tooling make iteration faster and more reliable.
- The tools it singles out for prototyping and tuning are ScriptableObjects, the Input System, Starter Assets and the Animator Controller.
- Its recurring question is how a designer can change behaviour and feel without rewriting core systems every time.
Notable claims
- ScriptableObjects are framed as a convenience for design tuning as much as an engineering pattern.
- The Input System helps designers because action maps and bindings can change without anyone rewriting gameplay scripts.
- Prototyping with the Animator is treated as a proper design workflow and not left as a final polish step.
Relevance
The playbook is the main source for prototyping and unity-input-system. It also supports unity-scriptableobjects, unity-animator-controller and cinemachine-overview.
Open questions raised
- Which parts of the playbook deserve their own prototyping workflow pages later?
- How far should the wiki put designer-facing use of Unity tools ahead of the programmer-facing explanation?