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

Offering different gameplay experiences

Sometimes, it’s OK to use prototype assets or another artist’s creations so that you can focus on fun. We are saying this with a word of caution because we’ll always advise you to be sure of the license of the assets you are using. That being said, the topic we want to discuss is what you do with the assets once you have access to them.

The Models folder contains extra assets that we didn’t use throughout the book. When you were constructing the first level in Chapter 9, Designing the Level, we mentioned that you could use some of those other assets. Maybe you did and had to follow the instructions in later chapters based on your own conditions, especially with input detection, pathfinding, and likewise.

At some point, as with right now in the last pages of this book, you might find yourself at a loss for coming up with what more to add to your game.

Having an iterative creation process

Some people find...