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

The five elements of sound design

The elements of sound design we’ll be discussing are source, envelope, pitch, frequency, and layering. These apply to the process of making an individual sound effect, as well as a broader scope of how sounds work together in a game.

Source

A source can be a person, place, or thing from which your inspiration comes or is obtained. Your source is what helps your listener understand the real-world characteristics of your sound. If you record the sound of a footstep hitting a grassy surface versus a concrete surface, the minute qualities and differences between these two sounds help us distinguish them. And thus, we can utilize the source as a creative limitation in creating our sounds authentically.

Limitations are what artists use to cut out all of the clutter in our brains to help create their visions. So, in our recording process, if we needed a magical water sound in a video game, we would record some water as a base layer. Or...