by: Nicolas Regnault

Category: Publications
Topics: The Last Night, Game Development

The Last Night's Game Architecture

The Last Night is based on a vision: immerse the player into a relevant depiction of the future, via an open world seamlessly blending simulation & unique situations.

This mix of systemic & scripted content required to invest heavily into architecture & tools to support this vision, especially given that Unity, our engine of choice, isn’t really designed for open worlds.

My name is Nicolas, Lead Programmer at Odd Tales, and I’m about to show you some outputs of years of research & development, in this presentation I originally made for the RGB Games Programming Conference in Switzerland.

Talk

Slides

Click on the three vertical dots and select “Enter full screen (CTRL+Shift+F)”.

Key takeaways

SOLUTION C# UNITY VISUAL
SCRIPTING
TIME 9.5 ms 676 ms 47 ms
MEMORY ALLOCATION 0 MB 11 MB 0 MB

References

The following talks introduced us to ScriptableObjects back then, and put us on track to design a holistic architecture & set of tools around them.

Conclusion

We hope that by sharing our findings, it might help your journey with your own game. Our efforts & investments paid off beautifully - our proven architecture and the robust set of tools built upon it are now powering The Last Night, and will serve as powerful & reliable foundations for all our future games.


by: Nicolas Regnault

Category: Publications
Topics: The Last Night, Game Development

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