Beginning 3D Game Development with Unity 4, Sue Blackman 2nd edition 2013 free PDFBook Description
Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design.
- The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
- In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
- With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.
By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
Table of Contents (summary)
- Chapter 1: Introduction to Game Development
- Chapter 2: Unity UI Basics—Getting Started
- Chapter 3: Scripting: Getting Your Feet Wet
- Chapter 4: Terrain Generation: Creating a Test Environment
- Chapter 5: Navigation and Functionality
- Chapter 6: Cursor Control
- Chapter 7: Imported Assets
- Chapter 8: Action Objects
- Chapter 9: Managing State
- Chapter 10: Exploring Transitions
- Chapter 11: Physics and Special Effects
- Chapter 12: Message Text
- Chapter 13: Inventory Logic
- Chapter 14: Managing the Inventory
- Chapter 15: Dialogue Trees
- Chapter 16: Mecanim and Characters
- Chapter 17: Game Environment
- Chapter 18: Setting Up the Game
- Chapter 19: Menus and Levels
By: Sue BlackmanLanguage: English
File size: 31 MB
File format: PDF