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Beginning 3D Game Development with Unity 4:

All-in-One, Multi-Platform Game Development

  • Authors
  • Sue Blackman

Table of contents

  1. Front Matter
    Pages i-xxviii
  2. Sue Blackman
    Pages 1-21
  3. Sue Blackman
    Pages 23-61
  4. Sue Blackman
    Pages 63-84
  5. Sue Blackman
    Pages 139-188
  6. Sue Blackman
    Pages 189-222
  7. Sue Blackman
    Pages 223-262
  8. Sue Blackman
    Pages 263-298
  9. Sue Blackman
    Pages 299-343
  10. Sue Blackman
    Pages 345-389
  11. Sue Blackman
    Pages 391-449
  12. Sue Blackman
    Pages 451-481
  13. Sue Blackman
    Pages 483-510
  14. Sue Blackman
    Pages 511-550
  15. Sue Blackman
    Pages 551-580
  16. Sue Blackman
    Pages 581-636
  17. Sue Blackman
    Pages 637-677
  18. Sue Blackman
    Pages 679-724
  19. Sue Blackman
    Pages 725-766
  20. Back Matter
    Pages 767-778

About this book

Introduction

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.

Bibliographic information

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