Hidden among the Christmas updates including a giveaway of Bard's Tale, Fargo announced that he was using the Unity Engine not only as an internal development tool, but that he would be using Unity Assets. Unity's Asset Store features a large quantity of multiplatform (yes, for your iPhone, Xbox, or PC) content, from 3D models and textures to UI features and AI, most for less than $100. Not only that, but he began soliciting fan submissions based on concept art in a weekly contest, selecting the best entries and featuring them in Wasteland. Most models fitting what they're looking for run for less than $20 on the store.
In addition, this crowdfunding leaves full-time inXile staff free to work on game design and development, while assets are developed at a more rapid pace than they normally would. The game's timetable is advanced at a rapid rate, and art doesn't slow down development. Additionally, after the core product is developed, art teams aren't kept on, and aren't costing more.
All told, it's a novel approach to saving money on a project while getting a large variety of assets in a short timeframe, and giving people a chance to develop for a A-list project without any known experience. Unity seems like a very interesting concept -- using the crowd to develop every aspect of your game in a way that you find appealing. I've not had the chance to try a Unity product, as I've not played Battlestar Galactica Online, Endless Space, or Guns of Icarus Online. I'm very interested to see how it plans out in Wasteland 2 and Shadowrun: Returns, as well as Mechwarrior Tactics.
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