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About writing a official Unity Tutorial

Discussion in 'Community Learning & Teaching' started by CodeArtist_MX, Oct 27, 2015.

  1. CodeArtist_MX

    CodeArtist_MX

    Joined:
    Apr 11, 2013
    Posts:
    4
    Hello guys!
    I was just wondering if there is a way to work together with the guys at Unity to publish a official tutorial about a topic, or if this is just for internal devs.
    I was interested in publishing my reconstruction of the Holtine Miami AI for free in the asset store very soon and I wouldnt mind the extra work to have a more professional publication to show in my Resume.
    I could adjust to the subjects they would be interested in showing (for example, switching the state machines to mecanim) or any requirements they could have.

    Anyway just asking! I understand if it is not possible or if it isnt a topic that might be of interest to them.
    Thanks!
     
  2. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    In general, the "official" tutorials are created by the content team in the UK.

    We also have a "community author" initiative where we feature material created by the community. These, however, are usually selected from existing material that we feel should be featured on our site because they are particularly helpful, well built and well presented. We don't normally commission community works. We do have a section on asset store items, as well, but even tho' we host them, they are usually curated by the asset store team. If you are serious about making a tutorial. I'd suggest that you just go ahead and make them, and then post them here in the teaching section, like gtgd and Sebastian and others do.

    For us to consider these for publication or inclusion in our site as community works, we generally have the following specs to aim for: HD content - 1920x1080. Clean audio track, with clean dialogue - in ours we try to remove breaths, ums and pauses, and then we clean the track in something like audacity, removing room tone, etc. Professional-feeling presentation. To make this works we prepare and pre-script our material (not the live sessions, tho'!) and present it in the best manner as possible. This also removed the need to correct mistakes made in earlier episodes, as the entire content is pre-planned. "Keep it visual" - we try to Show as much as Tell. We try to keep a focus on the editor, if possible. We try to come back to the editor and show consequences of scripting if the code is heavy as often as possible to break things up. We try to explain difficult concepts before coding them. Sebastien L. does a great job with this in his procedural cave series.

    Anyway, I can't make any promises, but that might be something to get you started.
     
    theANMATOR2b likes this.
  3. CodeArtist_MX

    CodeArtist_MX

    Joined:
    Apr 11, 2013
    Posts:
    4
    Hello Adam!
    Thanks a lot for the great info and suggestions.
    I looked into the references you gave me, they are indeed pretty informative and clean.
    I will see on how to order the information in modules to see what i come up with.

    Thanks again for you answer, have a nice day!