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T H E FA LCO N E E R
A N I N D I E ’ S U N I Q U E V I S I O N TA K E S F L I G H T
O N M U LT I P L E P L AT F O R M S .
But he came to realize that the scrummed, highly structured work environments
of most successful studios weren’t for him. “I love the people, I just don’t
like meetings and bureaucracy. I want to get to work,” he says, echoing the
sentiments of many a Unity developer. He decided to try going
it alone.
For Sala, these waters were his previous corporate life, working in development
environments with endless rules and tedious schedules. “The Falconeer is a game
about liberating yourself, about flying off into the sunset on a giant bird,” he says.
Creating this game was his recovery.
Yet for Sala, a lot of its appeal is the way it lets him create
modifications. He finds the core very accessible, and he
constantly experiments with customizations. “I love to build
my own tools on Unity. I can turn it into a Swiss army knife,” he
says. It lets him access low-level systems without having to
code custom .dlls.
“ I LOV E TO B U I L D M Y OW N TO O LS O N
U N I T Y. I C A N T U R N I T I N T O A S W I S S
A R M Y K N I F E .”
— Tomas Sala, Developer, The Falconeer
Extreme visual detail, like a lush symphony, can certainly evoke deep
feelings, but Sala played a simpler tune. “The world of The Falconeer is a
different way of looking at game art,” he says. He deliberately minimized
detail to keep the focus on what’s important rather than visual distractions.
“The key for me was to very carefully place things rather than just cover the
canvas.”
And, again proving its value to sole developers, Unity made the difference. “Unity
multiplatform capabilities are extremely robust for both controller inputs and
platform integrations,” he says.
Sala did all the Switch optimizations himself, and he credits Unity forums and
technical support for advance tips on porting to Xbox Series X before the console
was even released. “With Unity, I think the smallest studio can easily publish on any
platform they want.”
For example, when he needed gradient effects, he used He feels it’s important for solo developers to avoid
UV coordinates that went from one to zero between rabbit holes – if an approach isn’t working and takes up
two colors and merged in vertex colors to get exactly too much time, let go and try something different. And
the look he wanted. “I found out later that Unity had this he says that it’s easy to get lost in the incredibly rich
function already, but I had fun figuring it out for myself.” Unity Asset Store. “Unity has so many cool assets, but
sometimes it’s best to just keep it simple,” he advises.
However, business constraints are always a factor, His most cherished ideal, however, is that indies build
and solo developers have to keep production on track. their games as personal expressions, reflecting their
Sala spent extra time optimizing his art pipeline so that inner worlds, joys, and perspectives.
“UNITY IS AN
E N C YC LO P E D I A O F
C A PA B I L I T I E S , A N D,
FOR A SOLO INDIE,
I T ’ S P R I C E L E S S .”
— Tomas Sala, Developer, The Falconeer