Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
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Designing for scale

Unlike art, which is multiplicative, making sound effects is a completely additive process. As an example, if we have 100 sounds without paying attention to the volume or frequency range of them, this can end up creating a lot of clutter. In the space of a video game, we must be prepared for any sounds, whether it’s a sword swipe, ambient sound, an orchestral score, or a voiceover reading, to be played at the same time. We have tools to control these sounds individually, but we must make sure that we have what’s called a balanced mix.

How to approach making sounds for a game

So where do sounds go in your game? Sounds can often go overlooked since they are technically not necessary to make what is defined as a “game.” And because of this, it’s tough to think immediately about what needs sound and what doesn’t.

Put quite simply, I like to look for anything that moves in a game. Even down to the smallest subtleties...