2010-07-26
We are hiring
Our company is growing so we would be happy to see new team members: developers, PM, sales manager and system administrator. Moreover, the good news is our convenient office in Tomsk is now doubled in size!
2010-05-25
Heaven 2.1, Tropics 1.3, Sanctuary 2.3
Released updated versions of Unigine benchmarks with support of OpenGL 4.0 (including hardware tessellation) and stereo 3D technology (including 3D Vision): Heaven 2.1, Tropics 1.3 and Sanctuary 2.3.
2010-05-04
5 years since the first commercial release of Unigine
The first commercial version of Unigine engine was released five years ago, on May 4, 2005. With the release number 0.3, it had codebase size of approximately 10% relative to the current one. At that time, there used to be 5 people on board.
2010-03-23
Unigine Heaven Benchmark 2.0
Updated version of Unigine Heaven DirectX 11 benchmark is now publicly available. Main changes are: added more content, improved engine, introduced "moderate" and "extreme" tessellation modes, added Linux version (32/64 bit).
2010-02-22
Unigine booth at GDC SF 2010
We gladly invite you to come visit our booth #1344 at Game Developers Conference, San Francisco, 2010. There you will be presented the recent version of Unigine Engine and the Heaven Benchmark 2.0 along with a lot of featured Unigine-based content. Feel free to contact us for an appointment.

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2009-04-23

Screenshots from our forthcoming game

Unigine is also a heart of another game, which has been developing in our studio for 3 years. We are still making some experiments with the gameplay, so it's hard to name genre of the project yet. However, we can say for sure that the project will have eye-candy graphics. Game world isn't very huge because we have limited resources of our content team, but it's large enough to prove that Unigine is capable to handle detailed worlds.

Eating our own dog food is a good idea, because we understand needs of our clients better by doing this. The game is a great sandbox for the engine and tools, a lot of performance and scalability issues have been solved during the development.

The world has 64 km2 (8x8 km) terrain (it lacks plants at the moment, we are working on that):
Terrain
Atrium in the city:
Atrium
Fountain in the courtyard:
Fountain
One of the characters:
Agent
Tuning physics of a car:
Physics tuning
The same car wheeling through parking:
Parking
Nice hallway with sculptures:
Hallway

All of the scenes from this screenshots run smoothly on ATI HD4850 / NVIDIA 8800GT, however we are still working on optimizations, so hardware requirements will be lower.

This is an independent project of our company developing without a publisher. It seems that it would be the right time to make official announce of the project in May. Release is planned for this year.

PS: We plan to provide access to working materials of the game for our clients in 2 weeks.