Book Image

Building a Game with Unity and Blender

Book Image

Building a Game with Unity and Blender

Overview of this book

In the wake of the indie game development scene, game development tools are no longer luxury items costing up to millions of dollars but are now affordable by smaller teams or even individual developers. Among these cutting-edge applications, Blender and Unity stand out from the crowd as a powerful combination that allows small-to-no budget indie developers or hobbyists alike to develop games that they have always dreamt of creating. Starting from the beginning, this book will cover designing the game concept, constructing the gameplay, creating the characters and environment, implementing game logic and basic artificial intelligence, and finally deploying the game for others to play. By sequentially working through the steps in each chapter, you will quickly master the skills required to develop your dream game from scratch.
Table of Contents (16 chapters)
Building a Game with Unity and Blender
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Preface

In the wake of the indie game development scene, game development tools are no longer luxury items costing up to millions of dollars but are now affordable by smaller teams or even individual developers. Among these cutting-edge applications, Blender and Unity stand out from the crowd as a powerful combination that allows small to no budget indie developers or hobbyists alike to develop games that they have always dreamt of creating.

What this book covers

Chapter 1, Creating Your Game Concept, will teach you how to design your own game, such as writing the game's story, choosing a visual style, and designing characters and environment concepts.

Chapter 2, Creating Characters, will be a step-by-step tutorial on how to create your game character in 3D using Blender.

Chapter 3, Animating Your Characters, will help you learn how to bring your game characters to life by creating different animations for the characters in Blender.

Chapter 4, Creating the Environment, will help you learn how to construct an astonishing 3D environment for your game in Blender.

Chapter 5, Integrating Your Assets into the Game, is a step-by-step tutorial on how to import your 3D assets from Blender to Unity and set up prefabs for later use.

Chapter 6, Developing the Game Structure, will help you learn how to create the user interface and start writing C# scripts to create player movements and artificial intelligence.

Chapter 7, Creating Levels and Game Progression, will help you learn how to create in-game power-ups to boost your player's ability and create save points to save your game progression.

Chapter 8, Post-Production and Visual FX, will show you how to enhance your game's visual quality by learning how to apply camera effects to your game and create numerous types of particle effects.

Chapter 9, Deploying the Game, will help you learn how to deploy your game for multiple types of platform with Unity.

What you need for this book

You need the latest version of Blender and Unity, preferably on Windows operating system, but both programs will also work on Mac OS X.

Who this book is for

This book is primarily for beginners who have just started to learn how to create their own games from scratch using free tools available on the Internet. This book also targets those who have had experience in developing games but have used some other expensive tools, such as Autodesk Maya, 3D Studio Max, and so on.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: we execute GotoMainMenu() by using the StartCoroutine() function, which "We will declare later."

A block of code is set as follows:

void Start ()
{
  mainMenuUI.SetActive (true);
  startGameUI.SetActive (false);
  exitGameUI.SetActive (false);
  newGameUI.SetActive (false);
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

public void BackMainMenuPressed()
{
  selectedMode = mode.mainMenu;

  pauseMenuUI.SetActive (false);
  confirmUI.SetActive (true);
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Then, set the AO map layer's Blend mode to Multiply."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.

To send us general feedback, simply send an e-mail to , and mention the book title via the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the color images of this book

We also provide you a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from: http://www.packtpub.com/sites/default/files/downloads/Building_a_Game_with_Unity_and_Blender_ColorImages.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

Piracy

Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at with a link to the suspected pirated material.

We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at if you are having a problem with any aspect of the book, and we will do our best to address it.