Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Further reading

Level design doesn’t always involve placing physical elements inside the game world. Sometimes, it means enticing sound design, hiding cute or interesting lore elements pertinent to the world and story, and adding non-player characters your players can relate to or simply hate. There is a whole layer of psychological factors to designing good levels so that you can evoke the emotions you desire in your players. If you want to elevate your knowledge in this domain, you are going to have to examine resources that are not necessarily game engine-specific. So, broaden your horizons! Here are a few resources that will get you started:

You had to write a water shader in this chapter. Working with shaders is...