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

User interface

The need for a user interface is a double-edged sword. You will need to put user interface features in place for the experience to move forward, but this can also easily distract the player from that experience when not done correctly. There isn’t always a mechanic that can be made to teach players how to interact with the world they are playing in. This can break immersion, which isn’t always bad, but there needs to be an understanding of how one can break this immersion without ruining the experience.

We’re going to talk about the four forms of UI, which are broken down across two defined spaces, Narrative and Internal. Narrative lends itself to UI-driven storytelling, whereas Internal is functional UI within the game world itself.

When reading through the various forms of the user interface, realize that these are not exhaustive explanations and will need to be understood more as a tool to help design the right UI for the experience...