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

Visual effects overview

Getting started with visual effects may feel daunting at the onset. We currently have a simple scene. The world won’t feel alive and immersive without time spent making deliberate answers to questions needing to be solved to progress the narrative and design of the game.

Throughout this book, you’ve worked through many general game design questions. You’ve been able to answer them yourself and may use them for any project you may want to work on. Then, you were given the answers we discovered ourselves while creating this project and how it would move forward. We had a pretty good idea of what the feel would be for the player: fantasy exploration in the simplest of terms. We now need to be able to go through our scene and find areas in which we need a touch more fantasy. Exploration is done through the mechanics and narrative design.

Fantasy is a broad term. We could have gone with any theme really. We decided to push through...