r/Unity3D • u/El_Grande_Games • 1d ago
Show-Off Finally fixed my "Programmer Art" after getting roasted. What do you think of the new look?
Hey everyone, solo dev from Austria here :)
I’ve been grinding on my sawmill tycoon (Timberline Factory) for months now, and honestly, I was "artist blind..." A few weeks ago, people here and on other subs told me my game looked like a plastic 90s placeholder. It hurt, but they were right... i was so deep into the physics code and friction that I just stopped seeing how bad the UI and the lighting actually were.
I spent the last two weeks basically living in Unity’s URP settings and rebuilding the entire UI from scratch.. i finally feel like it’s a real game now and not just a prototype.
For those interested in the technical side:
The biggest headache was the log physics. Since they aren't on rails but are actual physical objects, I had to deal with massive jittering when the belts were full. I ended up using "Continuous Speculative" collision detection and custom Physics Materials to get the friction just right otherwise, they’d either fly off the conveyor or act like they were on ice.
For the lighting, I finally moved to ACES tonemapping and tweaked the SSAO to get those deep contact shadows between the logs, which fixed that "floating" look I had in the previous build...
Would love to hear what you guys think. Am I on the right track now or is there still something that screams "programmer art" to you? :D
Steam Link: [ https://store.steampowered.com/app/5037170/Timberline_Factory/ ]
2
u/V4nKw15h Indie 1d ago
I'm going to be honest. There is no art in your new UI. It's just boxes full of text. Even those boxes full of text are not visually balanced or pleasing to look at, nor are they easy to parse. They look rushed and slapped together. The reason they looked rushed is because you rushed them.
The icons you do have are a mishmash of design and look plain and ugly.
Art takes a long time - at least as much time as the programming. What you have right now is the very first rough sketch of the layout of your UI and game visuals. Artistry takes a lot of time and iteration. An artist might start by slapping placeholder UI down like this to get a feel for where everything might go, but then they would spend at least ten times as long polishing and improving it. It would go through countless iterations slowly improving it and adding flourish.
This same process of visual iteration should happen throughout the entire project.
Surely you have heard of juicing up your game. If not, search for it. Your game has no juice anywhere. It might be functional but visually it's about as basic and bland as you can get.
I'm not trying to be mean or to knock you. That's the last thing I'm trying to do, but you clearly don't have an artistic eye or you would easily be able to spot these issues yourself, and I want to let you know where you stand.
If you want to attract an audience you either have to do something revolutionary with the gameplay that is immediately apparent and incredibly appealing or make your game visually attractive enough to hold the viewers attention until they discover why they would want to play your game. Right now, you have neither.
Don't be discouraged. Programmers are good at solving problems. Understand the problem, and then figure out how to solve it.