Nintendo signs Unity deal for Wii U

Nintendo has signed a deal with the Unity Engine for use on the Wii U, in a move that seems tailored to invite indie developers to the console.

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Nintendo has signed a deal with the makers of the Unity Engine for use on the Wii U. The engine has already been licensed for use on the Wii for several years, but a renewed deal for Wii U sparks hope that the platform will get some use out of the indie market.

CVG reports that Unity developers will still need a licsense to publish on Wii U, and digital games will go through Nintendo's approval process. But Nintendo did license the engine for itself and third-parties. This puts it on-par with the development communities of its closest competitors, the PlayStation 3 and Xbox 360.

"The rapid growth of incredible games coming from the experienced and talented developers in our community makes Unity the new development platform of choice for triple-A console developers," Unity CEO David Helgason said. "Nintendo's unfettered access to Unity will produce a wealth of insanely good games from knowledgeable Nintendo developers and the Wii U deployment add-on will create an amazing opportunity for our massive community of developers to showcase their incredible creativity on one of the most anticipated and innovative gaming platforms to date."

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  • reply
    September 20, 2012 8:15 AM

    Steve Watts posted a new article, Nintendo signs Unity deal for Wii U.

    Nintendo has signed a deal with the Unity Engine for use on the Wii U, in a move that seems tailored to invite indie developers to the console.

    • reply
      September 20, 2012 8:48 AM

      Cool, I wonder how the Unity Engine is doing lately? Been a while since I've payed attention to which devs are using it.

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        September 20, 2012 11:28 AM

        I use Unity and it's fucking awesome.

        My only complaint is that the graphing program only uses cartesian coordinates, and has no support for functions, so manually sitting and building a sin wave for a tornado/black hole etc. is really annoying.

        Also there's no ability to have particle emitters or rotation etc. on the GUI layer, which is pretty bad.

        But other than not supporting Windows Phone, those are the only problems I've ever had.

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          September 20, 2012 11:31 AM

          Those two could be rather problematic for certain game types but I've thought about giving it a whirl just to see how far I still have to go before I could actually make anything.

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            September 20, 2012 12:55 PM

            I'm new to programming and game design. I've never done graphic art before a month ago and I only ever did one semester of C (where I was just taught basic things like loops, arrays, variables, functions), and within a month and a half of fiddling with Unity I had this:

            http://vorpal-games.com/Press/sheet.php?p=rotation_station

            It was so straightforward to learn. I hadn't used C# before and I only had to use like 2 of the tutorials on Unify. Other than that I just googled things whenever I really ran into a problem.

            Also I'd really recommend inkscape for graphics, because I'm not artistic at all but with vector art you can just design things mathematically.

            It's now like 3 months old. I'm hoping to have it done by the end of the month. Should be in public data in a couple of days.

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      September 20, 2012 11:37 AM

      weren't indie developers given the short end of the stick when they published their stuff on the Wii store?

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        September 20, 2012 11:39 AM

        They just sucked at advertising it and I'm pretty sure they didn't pay you till it sold $50k or something so a number of indies got pissed off.

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