Two months sounds unrealistic to ship a polished game, even though Unity is a very productive platform.
I've done a GDC demo in Unity in one month with a team of about 7. It was a good concept demo, but not polished enough to release as a product.
I also shipped a Unity game in about 2 months, doing all the programming and art, with predictable results. The game-play needs polish, and let's not even talk about the visuals.
Games really do benefit from iteration. In some sense, this is the danger of trying to schedule a game project. It's a great way to build some life-less me too game. Often the most successful new games have had schedule disasters that forced almost complete re-writes.
I've done a GDC demo in Unity in one month with a team of about 7. It was a good concept demo, but not polished enough to release as a product.
I also shipped a Unity game in about 2 months, doing all the programming and art, with predictable results. The game-play needs polish, and let's not even talk about the visuals.
Games really do benefit from iteration. In some sense, this is the danger of trying to schedule a game project. It's a great way to build some life-less me too game. Often the most successful new games have had schedule disasters that forced almost complete re-writes.