About Unity Games Development

Thanks for checking out “Unity Games Development”!

I’m Mel Georgiou. I’ve been in the games industry for almost 10 years now and have worked on mobile, desktop and VR.

In the last decade,  I have worked with some cool companies as well as founding Hell Tap Entertainment LTD in the UK. I have worked on tools that automated the creation of game assets in 2D games, built web services, and worked on several commercial game titles including Post Brutal and Ninja Guy ( a successful game for iOS, Android, PC and Mac which reached number 2 in the Appstore charts in various countries world-wide). As you would expect from a self-funded startup, we’ve had some crazy ups and downs and I’ve learned many lessons along the way.

I’ve had the privilege to work with some great people and companies. I’ve also been independently contracting for clients to help build some pretty great games and apps for iOS, Android and the desktop. Feel free to check out Post BrutalNinja Guy, Flight Unlimited Las Vegas, and Man In A Box to take a look at some of the titles I’ve worked on.

 

Latest Commercial Titles

 

Why Create This Site?

I thought I’d create this site to not only promote the progress of my own projects such as the upcoming Post Brutal, but to also share some real insights about the mobile games industry. Over the last few years, I’ve also created some powerful commercial plugins for Unity, and they are available on both the Asset Store and right here on the site, so make sure to check them out! 🙂

 

Contact Me

Feel free to leave comments and let me know if I’ve helped at all!  Also, you can find me on twitter @melligeorgiou, as well as contact me directly via the site at:

[email protected]

I hope you find some useful stuff here and wish you great success in your own projects! =)

Cheers,

– Mel.

steve at 11:56 am

Hi Mel,

Great looking plugin and we’re in desperate need of tapping into it, however, it indicates on the Unity Store that Unity 4 is required to buy it. Do you have a Unity 3 version available?

Cheers

Mel Georgiou at 4:26 pm

Hi Steve, thanks for checking out my blog! =)

Yes, the plugin is fully compatible with Unity 3.5, it’s blocking you because of an oversight on my part, I uploaded the newest version from Unity 4.0 instead of 3.5. Not to worry, I uploaded a new version yesterday which should address this – just waiting on approval from the Unity Asset Store team! Keep an eye out over the next few days, it should be available as version 2.0.2! =)

– Mel

steve at 4:38 pm

Hi Mel,

Fantastic, thanks for getting back in touch. Can’t wait to start using your plugin, looks to be a very useful tool indeed.

Thanks

Steve

Mel Georgiou at 6:13 pm

2.0.2 just got released! Hopefully should be able to download it now! =)

steve at 8:56 pm

Yep that’s updated. Going to be buying in the next few days. btw the live demo https://dl.dropbox.com/u/52105961/Promo/Localized%20Dialog%20Plugin/WebPlayer/VisualNovel.html doesn’t work via Chrome or IE. Only seems to load up on Safari. 🙁

Mel Georgiou at 9:00 pm

Awesome! 🙂 .. hmm .. Thats strange about the web player. Have you installed the Unity web plugin in IE and Chrome?

steve at 1:12 pm

Purchased and having fun with 🙂 Current version of Chrome 25.0.1364.99 requests download of Unity Webplayer. Not sure about IE version as I work off a Mac. Also do you have an email as there’s a slight issue with the plugin and NGUI, it would be easier to fire over a screenshot to pick your brains on.

Cheers

Mel Georgiou at 4:57 pm

Hi Steve!

Great to hear you’re having fun with the plugin! Ah, I think Unity requires us to make separate web player builds for Chrome! Also, if your issue is to do with the “Localization” component, I have uploaded a new version yesterday which should hopefully fix that as soon as the Unity team approves it in a few days! You can find my support email in the PDF documentation which is located at: “Plugins/Black Zombie/Localized Dialogs/DOCUMENTATION”! I don’t want to post it here as I will probably get spammed like crazy! Haha, but feel free to send me an email and I’ll do my best to help you out! =)

steve at 5:32 pm

Ha yes it was localization. Brilliant, I’ll hand fire until the latest version is available. Totally understand the spam hell you can open up by adding your email on here. Thanks for the heads up ^_^

Mel Georgiou at 7:33 pm

No problem! We’ve also got a few more features in the next release too! =)

momo at 8:19 am

Hi,there.
sorry for my bad E. I like u plug “Localized Dialogs & Cutscenes”, but I notice that it write by js. Can U pulish a version By c# inside?

Mel Georgiou at 4:40 pm

Hi momo,

Thanks for your interest in LDC, for some reason your comment got caught up in my SPAM filter. Creating an entirely new version in C# isn’t something I’m planning on doing I’m afraid.

Although, LDC works fine alongside C#. Most things are zero-scripting, it all works using the editor! 🙂

– Mel

Drew at 4:19 pm

Hi Mel currently using your plugin but have run into a couple of problems & wonder if you may have any advice.

I’ve created prefabs of the dialogues i wish to use & store them in a folder within my project & i’m activating them when needed. I’m also using the actions to activate a game object within my scene once the dialogue has finished, however the game object i wish to activate doesn’t save within the dialogue prefab when I build my game.

Due to this i tried to create an object at the end of the dialogue from a set of prefabs i have stored inside my project folder within unity but this doesn’t seem to create any of the prefabs i’ve selected either.

Wonder if you may be able to shed any light on the matter, or is there anyway of resetting a dialogue ive created once its play through once.

Cheers

Drew.

melligeorgiou at 4:53 pm

Hi Drew,

Firstly, thanks for investing in LDC! =)

I *think* this is because you’ve set the Dialog Screens up as prefabs (which is normally a good thing to do anyway), but because you are referencing “local” GameObjects in the scene it cannot be saved into the prefab (because those objects would not exist in different scenes).

For some reason, the Unity editor doesn’t make this very clear, and allows you to do it in the scene, but when you try to load the scene up again, the editor tries to reconnect with the prefab, and then removes those entries because they are local objects and not child objects or other prefabs.

So, 2 possible ways to fix this:

1) Try disconnecting your prefab connection in the Dialog object. Make it a completely LOCAL object. That *MAY* get it to work.
2) Instead of using the ActivateAtEnd actions which use direct references, you could try ActivateAtStart, which makes you type the “NAME” of the objects you wish to activate. What happens is the plugin tries to search for GameObjects with that name, and if it finds them, it will activate them that way. This is actually the best way to do it in my opinion, because you can maintain the prefab connection!

If neither of the 2 solutions above work (I’m pretty sure number 2 will!), click on “Contact Me” at the bottom left of the page and we can take it from there! =)

– Mel

Tiago Ruao at 5:31 pm

Hello, I’m thinking of buying your Mesh Kit, but I’m not sure it contains the feature I need. I want to be able to separate a mesh (human character or animals), in several different parts, like head, forearm, hand, torso, upper and lower leg, etc. I want that feature to use positional damage and limb cutting in runtime. Can I do that with your tool?

melligeorgiou at 5:59 pm

Hi Tiago,

Firstly, thanks for your interest in MeshKit! No, I don’t believe it does what you need I’m afraid. The splitting mesh feature splits the mesh by material to make sure that each of your meshes have 1 material per mesh. Some objects have multiple materials and this process splits them up to be better combined or further processed in your scenes.

– Mel

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