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

What this book covers

Part 1 – Plan and Design

Chapter 1, A Primer to the Third Dimension, takes a ride through 3D terminology and the initial jargon of what the book will go through.

Chapter 2, Design and Prototype, starts the user down the design rabbit hole and ends with installing Unity to create your first project.

Chapter 3, Programming, lays down the foundation of programming. This chapter leans in on the power of C# (C Sharp) by explaining the basics of logic and the initial use of Visual Studio.

Part 2 – Build

Chapter 4, Characters, goes over designing 3D characters while thinking about how they will be used for rigging and animations.

Chapter 5, Environment, walks you through thinking about the environment for your game as well as what we did to design and build our environment.

Chapter 6, Interactions and Mechanics, takes the time to break down how mechanics need to be thought about and what interaction is for the user, while also covering the programming needed for the interactions in our project.

Chapter 7, Rigid Bodies and Physics Interactions, adds complexity to the interaction with physics and more advanced programming concepts.

Chapter 8, User Interface and Menus, goes over Unity’s canvas component and how the overall game interface is developed on any project.

Part 3 – Polish and Refine

Chapter 9, Visual Effects, dives into how the visual effects systems can be worked with to add a further emotional connection to your world. This is done by explaining the foundation of rendering and the systems surrounding it.

Chapter 10, Sound Effects, blasts in with explaining the sound systems within Unity as well as setting a solid foundation of sound design.

Chapter 11, Build and Test, teaches you how Unity builds a final executable game and explains testing methods to root out bugs that you can squash to make a better product.

Chapter 12, Finishing Touches, looks to be a toolbox of utility for making your game as polished as it can be. We go over what we used to polish our project. This is including specific particle systems, lighting, art defining, and advanced sound polish.

Bonus Chapter, Other Unity Tools!, is a chapter going over some of the services Unity has to offer just in case this book inspires you to work on a project that we haven’t been able to cover, such as multiplayer or mixed-reality requirements.