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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In Chapter 2, Design and Prototype, we discussed that this book will be utilizing a vertical slice method for our model. Being a vertical slice, the project is a simplification of the game. It is similar to a demo, but it has all of the main mechanics the game would contain, just in a simpler form. It is meant to give investors a strong example of what could be an entire game experience. We will be showing the character’s behavior to draw the player in and then lead into a small portion of the story with mechanics driven by environment puzzles while learning about the main character’s past.

We will start with the concepts related to the main character; we will then model the character out and make changes as we see fit by working through their mechanics and movement. We will make a rig for them so they can be animated. After this, we will put them in Unity and test out how it feels moving them around in the engine. This chapter will be packed with a lot...