hey everyone welcome to unite Copenhagen
hope everybody's having a great unite a
great party last night I'm sure and
today I'm gonna talk a little bit about
snaps asset packs and share with all of
you just a little glimpse of the
workflow that we've been working on but
before that I just want to share a
little bit of statistics or numbers with
with all of you about the asset store
which is the team I'm from so developers
basically I call them like the customers
developers today we have approximately
1.4 million monthly active users and 6.3
million sessions per month which is a
lot and around a million downloads per
month and in terms of publishers the
people who sells the stuff on the store
we have about 11,000 publishers today
and they have among them 60,000 packages
and in a year it's about like 10,000 new
submissions per year we get so it's a
lot of it's a lot of assets there's a
lot of content sort of packages ranging
from 3d 2d tools audio UI everything so
there's a lot of stuff in the asset
store and like you know people who say
that's as far as a lot of things it's
like like a chocolate box so there's a
lot of things in that and what we want
try and do with snaps is to kind of
remedy the pain points of that because
what we learned 50% of our customers or
spenders regularly have issues or
challenges with with the content that
they buy
the store so a few reasons of that and
how we want to fix that one is it's a
it's a lot about mediocre quality we
found out that a lot of them have or
most of the assets have not enforced
high standards or the bar for publishers
and there's a lot of variable visual
quality for the packages there's poor
consistency and compatibility between
the packages and there's no lack
all-in-one collections so you can start
to find many up-to-date comprehensive
packages that you can you know buy them
and work well together between them so
that's why we introduce snaps so we want
to help get developers from great boxing
to production fast as fast as they can
so because we realized and we know that
our creation is the most time-consuming
tasks in in game development usually it
takes like probably 50% of production
resources and yeah we want to try and
solve that by providing themed assets
and collections that would help our
users streamline their workflow from
prototype to production here's a video I
want to play that show is this a you
know a selection of the snaps I set
packs that we currently have
[Music]
all right so just a quick overview of
the three types of snaps packages we
have so we have snaps prototype which is
as the name says you know we build it to
really scale it's low poly prefabs and
we've build it with colliders so it
would work with collision and all that
it's fully compatible with pro builder
and it would work really well with pro
grits and then we also UV mapped all
these prototype packs so that if you
really want to quickly test and drop any
Italian textures or materials it will
just work right away you don't have to
like you know UV map them which as an
artist myself that's probably one of the
most devious things I don't like to do
that so we try and you know minimize
that kind of work for artists snaps art
is pretty much that we apply art to them
we make sure that all the materials and
the textures are PBR compliant so that
they look good in both you our P and H
TRP and snaps our HD is something like
top of the line where we only focus on
using HDR P on those assets so we push
as much as we can all the HDR P features
and we actually created them with or
from snaps for type assets and then we
want when we did like a bit of a what we
call the standards of snaps which allows
all this to swap in between each other
and each of these packages or package
types has a standard that we try and
apply to them so we always make sure
they're to the real world scale
they follow specific metrics and also
the pivoting to allow users to just
quickly build layups and levels from
them it follows a very strict naming
system so that the tools would allow
quick swaps so I'll demonstrate to you
guys in a bit and yes as I mentioned
earlier we want to support the rendering
pipelines which you are P and HDR P so
yeah as I mentioned earlier we want to
ensure that every snapback works
seemingly together
so I'm gonna jump quickly into my editor
right cool see that so what I'm opening
today is snaps for a tight pack you can
see we laid it out and all these are the
pieces that as I mentioned earlier they
follow specific metric types and
measurements and all that and each one
of them has a corresponding HD version
or art version of it so really quick
what I mean by that for example if I go
and select this guy here screen and so
we have this tool that we just released
recently on the store called the the
snaps asset swap tool so if you install
it you'll get this window here so snaps
asset swap tool so you can open it and
get this window and just select the
folder which you have imported the
prototype pack let me find it there is
so I'll choose this one which is where
this is from and then I'll go find my HD
one if I've purchased it and I've
imported it into my project which is
this one so then yeah it's all set up so
if I want to just swap this guy for
example she really quick
so you get like you know because it's
built from the same base mesh and
follows the the name convention that we
set for all our packs you can easily
swap them another example so all of
these like if you go to the props for
example I go to this crate you can just
like you know stop them stop them again
and then you can always go back if if
you want to you can go back to the
original form so there is just this is
to show a quick one but that's like just
one object swap then you can also do
this where let's say I just want to
quickly show you how to build a layout
with the snap so if i duplicate this guy
so I got my pro-grade turned on so you
can see the the green grid yeah so or if
I go XYZ I'm gonna go with why I'm gonna
bring my duplicated floor here see it
snaps to the grid just duplicate a few
pieces boom select another one get them
again like my floors up I'm gonna go
find maybe I don't know this wall I
guess they like so what I try and do is
to allow people to just quickly build
their their layout the one second snap
doesn't work for example so you just
quickly build a layout and you do the
floors in order and then once you're
happy you can just select all of them
solve them right so you get like like
quickly laid out stuff so a lot of times
what we realize as an artist or a level
designer actually you start quick you
want to lay out your your level quick
they want to get your ideas fast you
want to run around
quick test the level out and then comes
the artist where where they would start
to make things pretty or the concept
artist first discussed they paint over
the the layout you built and then the
artist makes them pretty by the same
time from my experiences when I get
layouts from level designers oftentimes
it's pretty rough and dirty because they
wanted to make it quick and then artists
would have a lot of time trying to fix
it or make it pretty and and but still
retain date the original game design or
level design so I have this layout that
I have like a like a cooking show so I
got like one that's already ready I can
show you guys a sample layout here turn
on the lights
let me just hide the ceiling so this
part here is it's like a block out stage
where you know the level designer will
build like a few rooms some corridors
and all that so you can see room 1 room
2 corridor or your one let me just close
this okay so you can see better stop
down view it was a good really quick
thing a level designer would do you can
see whoops all the layout and then let
me hit play in the purpose of this demo
we kind of built this really simple
character controller wait for it yep go
see a guy with his placeholder gun and
you can quickly test your scene with the
snaps pieces see how you can walk around
and then the level designer for example
quickly place some props and all that
just to set the mood or tone of the
scene oh yeah in all our setbacks have
like you know we apply our physics on
them that's why I got this guy with a
gun
we try boom and then walk around the
corridor and then this is just an
example of once an audit version is
applied to the whole snaps pack of the
same type so it's quick for for an
artist to envision or to work on it from
I'll go back to the other room in the
beginning where it was probably started
with with this one so I can pause this
and show you something really quick of
how once let's say you're happy with the
layout and as an artist you get it
handed over from your level designer you
just quickly select for example room 1
and you just want to quickly see how
would it look if you were to apply
the art on it so you go here oh I lost
the pack sorry about that yeah select
the folder again select the HD version
and then I'll select this one then oops
did I break it oh yeah you have to
select prefabs in them
this doesn't help one sec
right
yep go so quickly I could just test
quickly how things could look with with
our I mean Lighting's not done yet so
that's why you see it a bit dark but you
can quickly test all this in like with
few clicks of a button can also test
like based on your selections as well if
you want all this stuff or you can just
go that alright I want to just quickly
change everything into HD version so I
don't want to mess up the this room that
I've had set up nicely here so I'm just
going to hide them select all these guys
here
and then I'll just swap them stupid okay
yeah I'll do the quick big button that
swaps everything there you go
you get everything turned on and then
you can quickly just create lights in
the scene is to quickly see
and I break my scene there it is
so you can quickly just test things
really quick right and then you can put
the art you can test it you can always
change it back to the to the prototype
version if you want to go back and
design some more be like you know
iterate quickly if you want so I think
it allows level designers to be creative
it also allows artists to pre-visualize
quickly how things would look in the
scene and then light it up quickly but
also doesn't limit the level designers
to come back and not not be limited
because oftentimes when an artist
already done a layout really pretty and
a level designer or a creative director
comes in and say hey I want to move some
some stuff the artist would would scream
at the designer saying no I've put
everything so nice the lighting the
composition and all that if you move
stuff is just going to make everything
look bad so so this tool and and the
Stanford type and the snaps art would
allow less friction
I wouldn't say would eliminate the
friction completely between the
designers and artists I think it's a
healthy friction to have and that's how
you create like you know fun and
creative experiences but I believe this
would help minimize those so I'm going
to just quickly jump back to my
presentation and I'll go fullscreen
so yeah as I mentioned earlier less
fighting gives you happy developers
that's not just that we're building a
lot of snaps back here at unity with my
team internally under the assets or
originals brand but we want to grow the
snaps library together with our
publishers with our community and one
thing we want to push for is I'll give
you an example so we have a pack made by
manufacturer k4 that is the art version
of the snaps prototype so basically what
this publisher did they did a great job
with it they took the the originals
version dispatch prototype and then they
apply their own art direction and visual
styles on it but they respected
everything that was from the prototype
pack which that you know the collision
the scale the metrics and everything
they also respected the naming
conventions and all that which allowed
their content to also use the swap tool
and swap the whole level into their
version so I have a video to show that
so this is like a sample scene from the
sci-fi prototype pack and you know we
set up the folders and we found a four
pack
so it works like I showed you guys
earlier like you can swap per object and
you can see it has all the colliders and
everything carry through
they can go back to the prototype
version or you can do like a full swap
of the whole scene using the k4 pack I
think it will happen now yeah there it
is
just like really quick it swaps all the
hundreds of prefabs just by just with a
click of a button and boom you got you
got a seam and then you just off to
light it and all that so yeah we want to
go the library together and right now we
are working hard to finalize the the
documentation of the spec list and all
the metrics and all that but if there's
interest in any like you know of the the
stat packs that you want to create art
packs you can reach out to Andrews later
his emails there and we're going to open
the submissions or this fall for for
anyone who's interested to build content
using this stands for type right time
yes I do
any questions yes sorry how does it play
with light mapping right now we we use I
think we set it up to static for most of
them so we just bake that after you've
laid it up big but when working with the
level designer they actually built the
layouts for the snaps he he doesn't care
much about that so he just wants to get
the layout quick right so I'd say when
you're prototyping we allow the level
designers to just do some not to eat too
much of all anything lamping is handled
by the art art packs which we set right
now I think by default to static yeah
like that yes
yeah it's all set for the for the art
versions is its UV light mapped ready so
you can just like swap the thing and
then just bake
yeah
and there's nope all right so thanks
again and hopefully you know this gives
you an overview of how snaps assets work
and as I mentioned earlier the asset
tool is released on the store if you
want know more there's a link to find
out more about snaps and because it's
unite and in this spirit of giving you
know so to give back to the support you
guys give to the asset store you can use
this code to get 75% off all snaps back
including the icons back as well and
it's valid till I think 30th September
so yeah get it quick use the voucher
there's a few days to go and yeah I hope
you guys will get to use it and find it
useful in your production thank you
[Applause]
[Music]
you