Index
A
- Albedo property / Setting up the terrain
- aliasing
- about / Image FX
- animation
- about / The 12 basic principles of animation
- principles / The 12 basic principles of animation
- animation principles
- squash and stretch / The 12 basic principles of animation
- anticipation / The 12 basic principles of animation
- staging / The 12 basic principles of animation
- straight ahead action / The 12 basic principles of animation
- pose to pose / The 12 basic principles of animation
- overlapping action / The 12 basic principles of animation
- follow through / The 12 basic principles of animation
- ease in / The 12 basic principles of animation
- ease out / The 12 basic principles of animation
- arc / The 12 basic principles of animation
- secondary action / The 12 basic principles of animation
- timing and spacing / The 12 basic principles of animation
- exaggeration / The 12 basic principles of animation
- solid drawing / The 12 basic principles of animation
- appeal / The 12 basic principles of animation
- animation state / Importing character assets
- animator
- about / Job roles in game development
- Animator Controller / Importing character assets
- Animator window
- layers / Importing character assets
- parameters / Importing character assets
- Show/Hide side panel / Importing character assets
- Node Editor / Importing character assets
- Auto Live Link / Importing character assets
- armature, monster
- creating / Creating a monster's armature
- root bone / Creating a monster's armature
- armature, player character
- creating / Creating the player character's armature
- artificial intelligence
- creating / Creating basic artificial intelligence
- artist
- about / Job roles in game development
- audio engineer
- about / Job roles in game development
- Axis Mirror / Creating a monster's armature
B
- Blender
- downloading / Downloading Blender
- downloading, URL / Downloading Blender
- history / A brief history of Blender
- user interface / The basic user interface of Blender
- reference manual, URL / Creating the monster's 3D model
- URL / Building terrain and wall models
- Blender Game Engine (BGE) / Creating the monster's texture
- blend weight / Creating the player character's armature
- build settings
- about / Build settings
- shared settings / Shared settings
- for web player / The webplayer
- for Linux standalone / PC, Mac, and Linux standalone
- for PC / PC, Mac, and Linux standalone
- for Mac / PC, Mac, and Linux standalone
- for iOS / iOS
- for Android / Android
- for WebGL / WebGL
- build settings, for Android
- build settings, for iOS
- Symlink Unity Libraries / iOS
- build settings, for Linux standalone
- Target Platform / PC, Mac, and Linux standalone
- architecture / PC, Mac, and Linux standalone
- build settings / PC, Mac, and Linux standalone
- build settings, for web player
- about / The webplayer
- Streamed option / The webplayer
- Offline Deployment / The webplayer
- buttons, Properties window
- render / The basic user interface of Blender
- render layers / The basic user interface of Blender
- scene / The basic user interface of Blender
- world / The basic user interface of Blender
- object / The basic user interface of Blender
- object constraints / The basic user interface of Blender
- object modifiers / The basic user interface of Blender
- object data / The basic user interface of Blender
- material / The basic user interface of Blender
- texture / The basic user interface of Blender
- particle / The basic user interface of Blender
- physics / The basic user interface of Blender
C
- character assets
- importing / Importing character assets
- character attributes
- creating / Creating character attributes
- character movements
- implementing / Player inputs and character movements
- character rigging
- about / What is character rigging?
- characters
- animating / Animating characters
- characters concept
- about / The characters concept
- cloud ray (god ray)
- about / Image FX
- compositing
- about / Image FX
- constraint modifiers / What is character rigging?
- coroutine
- about / Planning the game flow
- cursor hotspot
- about / Cursor hotspot
- settings / Cursor hotspot
D
- 3D model, monster
- creating / Creating the monster's 3D model
- 3D model, player character
- creating / Creating the player character's 3D model
- delta time
E
- enemy AI
- improving / Improving enemy AI
- environment assets
- importing / Importing environment assets
- prefabs / Introducing prefabs
- terrain, setting up / Setting up the terrain
- water surfaces, setting up / Setting up water surfaces
- foliage, setting up / Setting up foliage
- environment lighting, setting up / Setting up environment lighting
- scene, optimizing with Occlusion Culling / Optimizing the scene with Occlusion Culling
- environment concept
- about / The environment concept
- environment lighting
- setting up / Setting up environment lighting
F
- finite state machine
- foliage
- setting up / Setting up foliage
G
- game design document (GDD) / Starting point
- game designer
- about / Job roles in game development
- game development
- job roles / Job roles in game development
- game environment
- terrain, building / Building terrain and wall models
- wall models, building / Building terrain and wall models
- rock models, building / Building rock models
- rock textures, creating / Creating rock and wall textures
- wall textures, creating / Creating rock and wall textures
- grass model, building / Building grass models
- grass texture, creating / Creating the grass texture
- game flow
- planning / Planning the game flow
- gameplay design
- about / Gameplay design
- starting point / Starting point
- game genre, selecting / Choosing a game genre
- game mechanics / Game mechanics
- level design / Level design
- rapid prototyping / Rapid prototyping
- game story
- writing / Writing the game's story
- game structure design
- grass model
- building / Building grass models
- grass texture
- building / Creating the grass texture
H
- high dynamic range (HDR)
- about / Image FX
I
- Image Effects menu, categories
- image FX
- applying / Image FX
- in-game items
- adding / Adding in-game items and power-ups
- interpolation process / Animating characters
J
- job roles, game development
- game designer / Job roles in game development
- scriptwriter / Job roles in game development
- programmer / Job roles in game development
- artist / Job roles in game development
- animator / Job roles in game development
- audio engineer / Job roles in game development
- tester / Job roles in game development
K
- key-framing / Animating characters
L
- level of details (LOD)
- about / Quality settings
- light map / Setting up environment lighting
- low dynamic range (LDR)
- about / Image FX
M
- Mac
- build settings / PC, Mac, and Linux standalone
- Mechanim / Importing character assets
- mist particles
- creating / Mist particles
- monster
- 3D model, creating / Creating the monster's 3D model
- UV map, unwrapping / Unwrapping the monster's UV map
- texture, creating / Creating the monster's texture
- armature, creating / Creating a monster's armature
- multi-sampling
- about / Quality settings
N
- Nav Mesh Agent
- non-photorealistic rendering (NPR)
- about / Image FX
O
- Occlusion Culling
- used, for scene optimization / Optimizing the scene with Occlusion Culling
P
- panels, Blender
- Header menu / The basic user interface of Blender
- Tools shelf / The basic user interface of Blender
- Operator window / The basic user interface of Blender
- 3D view menu / The basic user interface of Blender
- Animation timeline / The basic user interface of Blender
- Main 3D view / The basic user interface of Blender
- Properties window / The basic user interface of Blender
- Outliner window / The basic user interface of Blender
- particle system
- about / A basic particle system
- creating / A basic particle system
- Main module / A basic particle system
- PC
- build settings / PC, Mac, and Linux standalone
- player character
- 3D model, creating / Creating the player character's 3D model
- UV map, unwrapping / Unwrapping the player character's UV map
- armature, creating / Creating the player character's armature
- player inputs
- PlayerPrefs
- URL / Adding save points
- player settings
- about / Player Settings
- sharing, on different platforms / Player Settings
- cursor hotspot / Cursor hotspot
- Pose Mode option / Creating a monster's armature
- power-ups
- adding / Adding in-game items and power-ups
- prefabs / Introducing prefabs
- programmer
- about / Job roles in game development
Q
- quality settings
- adjusting / Quality settings
R
- rock models
- building / Building rock models
- rock textures
- creating / Creating rock and wall textures
S
- save points
- adding / Adding save points
- scriptwriter
- about / Job roles in game development
- shared settings, parameters
- Development Build / Shared settings
- Autoconnect Profiler / Shared settings
- Script Debugging / Shared settings
- skinning process / What is character rigging?, Creating a monster's armature
- skin weight / Creating the player character's armature
- state machine / Importing character assets
T
- terrain
- building / Building terrain and wall models
- setting up / Setting up the terrain
- tester
- about / Job roles in game development
- texture, monster
- creating / Creating the monster's texture
- torch fire
- creating / Torch fire
U
- Unity
- user interface / Basic user interface of Unity
- manual, URL / Importing character assets
- Unity Engine / What is character rigging?
- user interface, Blender / The basic user interface of Blender
- user interface, Unity
- about / Basic user interface of Unity
- toolbars / Basic user interface of Unity
- hierarchy / Basic user interface of Unity
- Scene View and Game View / Basic user interface of Unity
- Project Browser / Basic user interface of Unity
- Inspector / Basic user interface of Unity
- user interface structure
- designing / Designing the user interface structure
- UV map, monster
- unwrapping / Unwrapping the monster's UV map
- UV map, player character
- unwrapping / Unwrapping the player character's UV map
V
- vertex weight / Creating the player character's armature
- visual style
- selecting / Choosing a visual style
W
- wall models
- building / Building terrain and wall models
- wall textures
- creating / Creating rock and wall textures
- water surfaces
- setting up / Setting up water surfaces
- WebGL
- about / WebGL
- optimization level / Optimization level
- weight painting
- performing / Weight painting
Z
- z-fighting / Creating the player character's 3D model