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

Overview

Finishing touches are extremely important to a complete experience. We need to take what we have and tighten up all the stitches. This is done in several ways.

Lighting and sound are very difficult to finalize prior to this point. There can be research and development (R&D), but unless the game’s focus is one of those two topics, you won’t be getting finalized lighting or sound until there are finalized assets in the game, as seen in the list in the following section. You’re correct in wondering why we had a chapter on sound before this. We wanted to go over the basics of sound in general and get you familiar with the concept of sound design and its implementation within Unity.

Lighting could be worked on early to set a mood but will need to be finalized after environments and light pools are well defined and firm in place. Again, if lighting and mood are going to be in the experience, then heavy lighting R&D will need to take place even...