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Ladies and Gentlemen, dear friends, Today, I want to talk to you about something very close to my heart: the choice of the Unity engine for our video game Recycle Bin Battle. You know, life is made up of choices, and each choice we make shapes our future. For me, choosing Unity was not just a technical decision, but a true philosophy of life. You see, Recycle Bin Battle is not just a game. It's a performance, an interactive work of art aimed at raising players' awareness of the importance of recycling and preserving our planet. To bring this vision to life, we needed an engine that would give us the flexibility and power to bring our wildest ideas to life. Unity is like a giant playground for developers. With its intuitive tools and active community, we were able to experiment, innovate, and push the boundaries of what is possible in a video game. We created unique game mechanics, such as waste management and the fight against Kaijus, while offering a rich and immersive visual experience. Unity's robust physics engine and advanced rendering capabilities allowed us to create dynamic and visually stunning environments that bring our game to life. But what really sets Unity apart is the freedom it offers. The freedom to create, to innovate, and to push the boundaries of what is possible in a video game. And it is this freedom that allowed us to create a game that, I hope, will make people think and act for a better future. By choosing Unity, we also chose freedom. The freedom to create, to innovate, and to push the boundaries of what is possible in a video game. And it is this freedom that allowed us to create a game that, I hope, will make people think and act for a better future. Unity is also less demanding than other game engines. It does not require extremely powerful hardware resources to run, making it accessible to a larger number of developers. This accessibility allowed us to focus on what really matters: creativity and innovation. Unity's efficient use of system resources and optimized performance ensured that our game runs smoothly on a wide range of devices, from high-end gaming PCs to more modest setups. Moreover, Unity offers us the possibility to develop cross-platform games. Thanks to Unity, we were able to release Recycle Bin Battle simultaneously on Xbox and Steam, thus offering a consistent and fluid gaming experience to a wider audience. This ability to target multiple platforms is an invaluable asset for reaching as many players as possible and spreading our ecological message. Unity's seamless integration with various platforms and its powerful scripting capabilities using C# allowed us to create a unified codebase that works across different systems with minimal adjustments. So, dear friends, the next time you play Recycle Bin Battle, remember that every piece of waste you recycle, every Kaiju you fight, is one step closer to a greener and more sustainable world. And all this, thanks to Unity. Please enjoy the most atypical arcade puzzle game Youri terdik
As I, Youri Terdik, sat down to create a video game aimed at raising awareness about ecological risks, I couldn't help but feel a wave of doubt wash over me. The irony was stark: here I was, about to use a medium that is itself a significant consumer of energy and resources, to preach the gospel of sustainability. The questions swirled in my mindwas I contributing to the very problem I was trying to solve? Was there a way to reconcile this paradox? Imagine yourself on stage, under the spotlights, ready to deliver a crucial message about the ecological crisis. But wait, those spotlights, they consume a crazy amount of energy, don't they? It's a bit like creating a video game to raise awareness about ecological risks. Greta Thunberg reminds us: every click, every download, every hour of play consumes electricity, often produced by power plants that spew CO2. It's a show, sure, but a show that has an environmental cost. So, how can we keep the show going without burning the planet? That's where the first act of our paradox lies. Behind the curtain, there are the backstage areas, and in the backstage areas, there is the waste. Vandana Shiva talks about these mountains of electronic waste, the remains of our computers, consoles, and servers. Each component has a limited lifespan, and once obsolete, it becomes toxic waste. It's as if, after each performance, we threw our costumes and props into a landfill. Not very eco-friendly, is it? Yet, that's what happens with technology. So, how can we create without contributing to this infernal cycle? That's the second act of our paradox. The audience is won over, they applaud, they are sensitized. But is that enough? **Naomi Klein** warns us: awareness does not guarantee action. It's as if, after a poignant show about climate change, the audience goes home and continues to live as if nothing happened. Video games can reach millions of people, but how many of them will actually change their habits? That's the third act of our paradox: the gap between awareness and concrete action. But wait, there's a twist! As Bill McKibben says, sometimes you have to use the tools of the system to change it from within. Video games are a powerful, popular medium, and they can reach people who would never read a book about ecology. So, why not use this medium to spread our message? It's a bit like putting on a comedy show to talk about serious topics. We laugh, but we also think. That's the fourth act of our paradox: using the means to deliver the message, even if the means are not perfect. Video games are one of the most used media in the world today. To give you an idea of the scale, Steam, the online video game distribution platform, had over 132 million monthly active players in 2023. On the console side, Sony announced that the PlayStation 5 has surpassed 32 million units sold, while the Nintendo Switch has reached 111 million units sold. These figures show just how much video games have become a mass phenomenon, reaching all age groups, from children to seniors. In conclusion, creating a video game to raise awareness about ecological risks is a bit like putting on a comedy show about a serious topic. It's paradoxical, but it's also a unique opportunity to reach a wide audience and inspire positive actions. So, curtain up, the show must go on! But this time, let's try to do it in a more sustainable way.
Why "Recycle Bin Battle" is Unique Hello everyone, it's Youri Terdik, the creator of "Recycle Bin Battle". When I started working on this game, I didn't just want to create another video game. I wanted something different, something that would shake people up a bit, make them think while having fun. My commitment to ecology and environmental awareness goes way back. I lost family members in an industrial accident, an event that deeply marked my life and influenced my worldview. This accident opened my eyes to the disastrous consequences of our lifestyle on the planet. It was this realization that drove me to create "Recycle Bin Battle". "Recycle Bin Battle" is not just a waste sorting game. It's a satire, a critique of our consumer society. Look around you: we buy, we throw away, we buy even more. It's an endless cycle, and it's destroying our planet. So, I thought: why not make a game out of it? Why not take something as mundane as waste sorting and turn it into an epic battle? In "Recycle Bin Battle", you're not just playing to win. You're playing to understand. Each level, each challenge is designed to make you think about your own consumption, about your impact on the environment. It's a game that pushes you to be more aware, to make more responsible choices. And all of this, while having fun! But that's not all. "Recycle Bin Battle" immerses you in an infinite game loop where each game is unique. Full motion video (FMV) videos add a cinematic dimension, fully immersing you in the game's universe. The gameplay is inspired by 90s arcades, with fast and intuitive mechanics that keep you on the edge of your seat. This arcade gameplay adds an essential dimension to the game: it makes it accessible and immediately rewarding, with simple controls and an intensity that keeps the excitement going at every level. The challenges come quickly, creating a captivating and engaging experience. Plus, it evokes a nostalgic era when games were all about immediate fun, while bringing a touch of modernity with its environmental themes. The Japanese atmosphere is omnipresent, with colorful settings and gigantic creatures, kaijus, coming from space to destroy humanity. These visual and audio elements create a unique atmosphere, both exotic and familiar. The game also addresses the theme of resource depletion. The Earth has been overexploited, and it's time to realize the consequences of our actions. I also wanted the game to be an immersive experience. The graphics, the music, everything is designed to immerse you in this slightly crazy, slightly offbeat universe. As if you were in a show where you never really know what's going to happen, but where you're always surprised, always captivated. I would like to warmly thank OverGame Studio for their support and collaboration throughout this project. Their expertise and passion were essential in bringing "Recycle Bin Battle" to life. A big thank you to Yosuke Takahashi and Youen Thirion, two key members of the team, whose contributions in game development and design were invaluable. Their commitment and attention to detail greatly contributed to the quality and innovation of this game. So there you have it, "Recycle Bin Battle" is unique because it doesn't just entertain. It educates, it provokes, it questions. It's a game that wants to change things, that wants to move the lines. And I hope you find as much pleasure and reflection in it as I had in creating it. Thank you for playing, and remember: every little gesture counts! Youri Terdik
A few weeks ago, Recycle Bin Battle reached a playable state sufficient to move into a Playtest phase. Over the course of two weeks, several people aged 18 to 20 had the opportunity to get their hands on the prototype, play it, and provide feedback. The goal of these tests was twofold: [olist]
How did the idea for "Recycle Bin Battle" come about? "Recycle Bin Battle" is first and foremost the work of an inspired artist-developer: Youri Terdik. Trained as a developer, Youri has always moved between his native Croatia and his native Hungary. Following an accident at an alumina refinery, Youri lost his parents. It was for this reason that he turned his attention to the development of ecology. After years of professional experience, notably with Sea Shepherd and Green Peace, Youri felt the need to make the world aware of the threat posed by our society of over-consumption and the resulting pollution. The main idea that led to the game design of "Recycle Bin battle" is the notion of overexploitation of the soil, lack of resources and recycling. What should humankind do if a threat from elsewhere suddenly forced them to reconsider their priorities? Humanity would then be forced into a form of low-tech, ecologically productive power to resist. Recycle Bin Battle's gameplay can be summed up in 3 stages. In the first part, the player has to sort waste to make combos of 3 and thus create balls that can be used later. This part is inspired by Klax, a game in which bricks advance on a conveyor belt, and the player must match bricks of the same color to make them disappear. Klax was a game Youri played as a child. The second part of the gameplay consists of a sort of brick-breaker. The player uses the balls he or she has produced to break all the bricks in a "breakout"-style board. This gameplay phase allows the player to earn money and energy. The energy will be used in the next phase to destroy a monster from outer space. The money will be used to buy bonuses between the two levels. The third stage involves pressing the action button at high frequency to send energy to an anti-kaiju cannon. The game is bathed in a Japanese atmosphere. This aspect is a strong desire on the part of Youri, who has always been attracted to the land of the rising sun. So he approached Yosuke Takahashi. It's thanks to the work and expertise of Yosuke Takahashi (creator of Gaijin Charenji 1: Kiss or Kill) that the game benefits from this unique atmosphere. "Recycle Bin Battle" is the first project from a committed developer, an ode to change in an envelope that pays homage to the great works of Japanese animation such as Mazinger-Z. More informations : http://www.recyclebinbattle.com/ http://kissorkillgame.com/ https://overgamestudio.com/
The music plays a big part in the atmosphere of Recycle Bin Battle. To get into the spirit of the game, you can already listen to the playlist available on Spotify! Does this music make you want to fight Kaijus from outer space? https://open.spotify.com/playlist/3ADWqa6iWw1HVJa3d97SAX?si=fb12995cd8694de3
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