Games and non-game uses
Unity is a general real-time engine. Beyond games it powers training simulators, architecture walkthroughs, retail product configurators, medical visualization and digital twins of factories. The skills overlap: scene management, asset pipelines, input, UI and performance on constrained hardware. Team shape matters in Unity. Programmers, technical artists, designers and QA all touch the same project files, so we agree on folder structure, scene ownership, prefab rules and source control with Git LFS or Plastic before production starts.
We begin with a vertical slice that proves the core loop or interaction on a target device, before building content. A small playable that exposes frame rate, controls and art direction problems early is cheaper than discovering them after months of production. Art pipelines need rules too. Texture sizes, compression formats per platform, rig requirements and animation budgets should be written down, because assets made without limits are the most common cause of late performance rescue work.