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Workflow: Unity’s Coordination of Individualized Labour Processes

  • Benjamin Nicoll
  • Brendan Keogh
Chapter

Abstract

This chapter considers how cultural software situate and mediate the labour processes and skills of their users. Unity, the chapter argues, positions itself as a metaplatform for the coordination of workflows that are intensely individualized and distributed across multiple software environments. The chapter begins with a close analysis of Unity’s software environment and a consideration of how it encourages a ‘component-oriented’ approach to design. It then considers how this approach redirects the videogame development pipeline, decentring the role of the programmer in the videogame development team. Rather than simply ‘empowering’ non-programmers, however, the final section considers how Unity’s coordination of workflows requires developers to streamline, coordinate, and individualize their own labour processes, thus contributing to a broader reimaging of creative work under capitalism.

Keywords

Workflow Labour Unity game engine Platformization of cultural production Skills Videogame development 

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Copyright information

© The Author(s) 2019

Authors and Affiliations

  • Benjamin Nicoll
    • 1
  • Brendan Keogh
    • 1
  1. 1.Digital Media Research Centre, School of CommunicationQueensland University of TechnologyBrisbaneAustralia

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