After a 3-year layoff, I am finally back to Unity and C#. I have been using Godot and love its simplicity and ease of use. It's great for smaller Indie games, and GDScript is very user-friendly. The entire engine is tightly integrated and bloat-free. Although I will definitely continue using it, I missed Unity's rendering system and optimisation tools.
I wanted to concentrate on Unity's Creative Core pathway so I could add some portfolio pieces showing lighting, VFX, and animation, or even create a cinematic short film. Its larger ecosystem and Community make it easier to troubleshoot certain issues as well. Its HDRP (High Definition Render Pipeline) currently outperforms Godot, so it seemed a no-brainer to use the engine.
Unity's real-time rendering speeds up iteration, making it easy to quickly test changes. I can light a scene, move a character, or adjust a camera angle and instantly see the results—no long waits for renders. It feels like working with a virtual film set that I can reshape on the fly.
Cinemachine and Timeline are game changers. Cinemachine enables dynamic, cinematic camera movements without excessive keyframes. Timeline provides a straightforward way to sequence clips, animation, audio, and effects, similar to a video editor. Together, they make editing and shot planning feel natural and expressive.
I also love how Unity blends artistic freedom with technical control. Whether I want stylised lighting, dramatic atmosphere, or particle effects that react to motion, it’s all right there—and fast to iterate on. And when I’m ready for final output, Unity Recorder makes it easy to render scenes straight to video for my editing workflow.
Most of all, Unity makes filmmaking feel approachable. Whether I’m building a mood piece, a cinematic short, or just experimenting, it encourages creativity without the usual friction of traditional offline rendering pipelines.
It feels like having my own virtual production studio that grows with every project I take on.
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