Sue Blackman has been an instructor in the 3D field for nearly 20 years at art schools and community colleges. She has been involved with the commercial development of real-time 3D engines for more than 10 years. In the past, she has been a contributing author for New Riders Press (Max4 Magic) and written for AMC Siggraph on serious games. She has written product training materials and instruction manuals for developing content with real-time 3D applications, used by multimedia departments in Fortune 1000 companies including Boeing, Raytheon, and Lockheed Martin, among others. In addition to writing and teaching, Sue has been the lead 3D artist on several games for Activision and its subsidiaries.
Beginning 3D Game Development with Unity: All-in-One, Multi-Platform Game Developmentby Sue Blackman
Beginning 3D Game Development with Unity is perfect for those who would like tocome to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the/em>
Beginning 3D Game Development with Unity is perfect for those who would like tocome to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.
This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design.
- The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
- In the second part, you'll build the foundations of a point-and-click style first-person adventure gameincluding reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
- With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.
By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
What you’ll learn
- How to build interactive games that work on a variety of platforms
- Take the tour around Unity user interface fundamentals, scripting and more
- Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more
- What is inventory logic and how to manage it
- How to handle 3D object visibility, effects and other special cases
- How to handle variety of menus and levels in your games development
- How to handle characters, scrollers, and more
- How to create or integratea story/walkthrough
Who this book is for
Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development.
Table of Contents
- Exploring the Genre
- Unity UIBasics andGetting Started
- ScriptingGetting your Feet Wet
- Terrain GenerationCreating a Test Environment
- Navigation and Introduction to Functionality
- Cursor Control
- Action Objects
- Managing State
- Object Metadata
- Message Text
- Inventory Logic
- Managing the Inventory
- Finishing the Basic Functionality
- Getting Down to the Game
- Maze and Final Sequence
- Menus and Levels
- Beyond the Basics
- Appendix A:Shader Graphs
- Appendix B:Keyboard Key Names
- Appendix C: Final Sequence Outline
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- Product dimensions:
- 7.50(w) x 9.20(h) x 2.20(d)
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I didn't read it yet, but once I get unity I'm go a get this book and be a pro
It is so good I made millions of games with this!
This review is about unity and it is the best free 3d rendering program out there