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


We started this chapter by debating what UIs are. We did this via a brief philosophical and theoretical explanation.

Assuming your games will require UIs, we investigated a practical use case such as constructing a note left by Clara’s uncle. This work necessitated us to work with multiple Control nodes – that is, the Button, Panel, and Label nodes.

During this effort, not only did we employ the components we needed, but we also styled them to match a specific artistic style.

For the sake of not repeating ourselves and taking the styling to the next level, we presented how using themes might be a time saver. To that end, we showed you how to utilize UI kits you could find online by assigning these kits’ individually exported graphics assets to the properties of Control nodes.

UIs are, in a way, a tool for the player to interact with the game. That being said, in the next chapter, we’ll discover a more direct way to interact with the...