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Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts

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Abstract

This chapter considers the different ways that audiences invest meanings in a cultural software. Inherent in any of these understandings of the role and mediations of a cultural software are assumptions as to just which skills, knowledges, and aesthetic decisions are fundamental to the process of creating works within any given medium. This chapter thus considers the literacies that mediate the perceptions of three different groups towards Unity: videogame developers, tertiary students and educators, and the enthusiast videogame press. Through an overview of these varied perspectives of what it means to use Unity, this chapter provides ways of considering how different literacies influence different understandings, positive and negative, of the role of a cultural software within a cultural field and within society more broadly.

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Notes

  1. 1.

    See Banks (2013) for a case study of the ‘incentives’ that existed for Australian videogame companies to build custom tools in the late 1990s and early 2000s. Banks offers a detailed ANT-inspired account of the Brisbane-based studio Auran (now N3V Games) from 1998 to 2000, when the company was investing a huge amount of resources in the development of a proprietary engine known as SAGE, later renamed Jet. The engine was to be utilized not only for in-house development purposes, but also as a means of attracting external licensees. Interestingly, Banks (2013: 51) observes that Auran set itself the impossible task of developing an engine that could ‘do everything’, which, according to one of his interviewees, was ‘all about marketing [and] hype’. This speaks to the long-standing fantasy of a universal game engine, discussed in Chapter 2.

  2. 2.

    A representative of a technical college in the Netherlands, who was interviewed for an adjacent project by the authors, discussed taking the opposite approach. They had renamed their degree from ‘videogame development’ to ‘Unity development’. While the degree program still largely focused on videogame development skills, the school representative we spoke to noted that they had identified more extensive employment opportunities for Unity developers, beyond the videogame industry. According to them, other industries, including mining, advertising, the military, and freight shipping, were increasingly looking for developers specifically skilled in Unity. There are some statistics to back up this claim, such as Linkedin’s 2017 ‘U.S. Emerging Jobs Report’, which situates ‘Unity developer’ as the 7th most in-demand job title among US employers (Economic Graph Team 2017).

  3. 3.

    See Harvey (2014: 100) for a discussion of this issue in relation to ‘the legitimacy of twine games’ created primarily by LGBTIQA+ videogame-makers.

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Nicoll, B., Keogh, B. (2019). Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts. In: The Unity Game Engine and the Circuits of Cultural Software. Palgrave Pivot, Cham. https://doi.org/10.1007/978-3-030-25012-6_5

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