While there is a wealth of documentation and a huge online user community, learning Unity is challenging for those with a background in 2D or 3D art rather than programming. Artists who have learned 3D tools such as 3DS Max, Maya or Cinema 4D or come from 2D tools such as Photoshop and Illustrator may find programming games difficult, and may be new to key concepts in game production.
Beginning 3D Game Development with Unity introduces the key game production concepts in an artist-friendly manner, removes the hurdles to understanding scripting, and enables indie game artists to learn how to produce casual graphic adventure games in the style of Tell Tale Games' Tales of Monkey Island series while providing a firm foundation in game logic and design.
* The first part of book takes you through the process of understanding the logic involved in game interaction and creating game assets through the use of small examples that are built upon and expanded gradually.
* The first section introduces key concepts informed by extensive real world experience in game, training and media production.
* In the second part of the book, you build a small casual point-and-click adventure game with the assets you developed during the earlier sections.
* By the end of the book, you can actively use the Unity 3D games engine, having learned the necessary workflows to utilize your own art assets; you'll also have an assortment of reusable scripts with which to build future games.
What you'll learn
* How to build interactive games that work on a variety of platforms
* Take the tour around Unity User Interface fundamentals, scripting and more
* Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more
* What is inventory logic and how to manage it
* How to handle 3D object visibility, effects and other special cases
* How to handle variety of menus and levels in your games development
* How to handle characters, scrollers, and more
* How to create or integrate a story/walkthrough
Who this book is for
Students or artists familiar with tools such as 3DS Max or Maya wanting to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind game development.
Sue Blackman has been an instructor at in the 3D field for nearly 20 years at both Art Institute and Community Colleges. She has been involved with the commercial development of real-time 3D engines for over 10 years. In the past she has been a contributing author for New Riders (Max4 Magic), written for AMC Siggraph on Serious Games, and written product training and instruction manuals for learning to develop content with real-time 3D applications used by mutimedia departments in by Fortune 1000 companies including Boeing, Raytheon, Lockheed amongst many others. In addition to writing and teaching, Sue has been the lead 3D artist on a several games for Activision or their subsidiaries.