With Unity’s bold move to offer a robustly featured free version of their engine, a radical change in the pricing models of the high-end engines has rocked the industry. 3D has become affordable not only in the movie industry, as seen by the number of titles featuring CG (computer graphics), but also in the game industry where we’ve seen a shift in casual games from 2D to a 3D format. But until recently, the cost of licensing one of the premier game engines has ranged from several hundred thousand to several million dollars per title (!), relegating the dream of creating your own 3D game to an unattainable fantasy. We’ve played them, created assets in the style of our favorites, and maybe even “mod”ed a few of them. Introduction Why Write This Book Real time 3D games have been around for well over ten years now. 655 ■Chapter 15: A Maze and the Final Level. 545 ■Chapter 13: Finishing the Basic Functionality. 121 ■Chapter 5: Navigation and Functionality. 93 ■Chapter 4: Terrain Generation: Creating a Test Environment. 45 ■Chapter 3: Scripting: Getting Your Feet Wet. 1 ■Chapter 2: Unity UI Basics-Getting Started. Please use the Bookmarks and Contents at a Glance links to access them.Ĭontents at a Glance ■About the Author. World's most widely used multi-platform game engine Sue Blackmanįor your convenience Apress has placed some of the front matter material after the index. It goes on to show you as an indie game artist how you could create casual interactive adventure games in the style of Telltale Games' Tales of Monkey Island, while also giving you a firm foundation in game logic and design. This book introduces you to the key game production concepts in an artistfriendly way, and rapidly teaches you the basic scripting skills you need with Unity. You will also have an assortment of reusable scripts and art assets with which to build future games. With the help of the provided 2D and 3D content, you learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.īy 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.In the second part, you yourself build the foundations of a point-and-Ĭlick style first-person adventure game – including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.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 on and gradually expand.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 – or you may just want to become more familiar with programming games and the latest ideas in game production. Books for professionals by professionals®Įginning 3D Game Development with Unity is perfect for you if you would like to get to grips with programming Unity.
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