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)
14
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15
Index

Summary

We’ve gone through a large number of Unity tools in this chapter. Take your time to work through the Terrain tools and the ProBuilder tools to get a good understanding of how they work.

From this chapter, you gained knowledge of multiple tools to build out an environment. We took time to explain how to iterate through this whole process to gain a strong sense of structure in your environment. You learned how to start with design thinking to build out a concept. Then, you took the concept and started staging each section of the concept, before finally putting the environment together and iterating on it to get a clear view holistically.

Next up, we will go over the mechanics of your game to fit it within your environment. Keep this chapter in mind when placing the interactions for the mechanics as there will be more iteration throughout the development process.