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)
Other Books You May Enjoy

Telekinesis and physics interaction

For our game’s first puzzle, we focused heavily on making the environment narrative the key interest point. From the moment you walk into the first room, your vision will be placed on the back door, which houses the puzzle’s solution. In the final puzzle, we need to force the player to use more brainpower on figuring out the puzzle instead of finding the answers around them. To do this, we decided to give the player the power of telekinesis that Myvari, our character, realizes she has had within her the whole time. We have three steps to get the player to this point of understanding.

Rocks Falling

Telekinesis hasn’t been seen in this game in any form yet. Some magic came from her necklace, but we need to provide some information to tell the player that she has something in her. A cinematic works well for this. We need to design the interaction.


After finishing the first door puzzle, you encounter a large...