TRA × Unity
We met with Unity in June. Showed them where TRA is at, talked through where we're trying to go. Good meeting.
Quick context for anyone who hasn't been following the production side. We switched from RPG Maker to Unity a while back. The old engine got us through two demos and proved people connected with the concept. But the vision kept growing past what it could handle. So we rebuilt on Unity. Custom GraphView editors for NPC scripting, tile palette tools for level design, a dialogue pipeline that lets contributors write without touching code. The memory system especially needed the headroom.
The engine switch happened a while ago, but we never expected to get a conversation with the people who make that engine. This was a wonderful oppurtunity to get some insider industry knowledge.
We talked through the project's history, the research, where the game is now, and what the Memory Program looks like as it scales. They asked good questions. The conversation covered tooling support, acessibility concerns, and what visibility within Unity's ecosystem could look like. Nothing concrete yet. But the right people were in the room, and the interest felt genuine.
What it means practically: a relationship with Unity opens doors for the kind of support a small non-profit studio doesn't normally have. Tooling, publishing, connections. We'll see where it goes.
Excited to see where this goes next!
Curious about the pitch deck? hello@ludicmindstudio.com.