Build a solid foundation for game design and game development
Understand the fundamentals of 3D such as coordinates, spaces, vectors, and cameras
Get to grips with essential Unity concepts including characters, scenes, terrains, objects and more
Description
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.
Who is this book for?
Our goal with this book is to enable every reader to build the right mindset to think about 3D games, and then show them all the steps we took to create ours.
The main target audience for this book is those with some prior knowledge in game development, though regardless of your experience, we hope to create an enjoyable learning journey for you.
What you will learn
Learn fundamentals of designing a 3D game and C# scripting
Design your game character and work through their mechanics and movements
Create an environment with Unity Terrain and ProBuilder
Explore instantiation and rigid bodies through physics theory and code
Implement sound, lighting effects, trail rendering, and other dynamic effects
Create a short, fully functional segment of your game in a vertical slice
Polish your game with performance tweaks
Join the ‘book-club to read alongside other users and Unity experts, and ask the authors for help when stuck
The book is very thorough about Unity 3D game development. It introduces not only the process of developing a 3D game, but shares many experience in practice. Many of them are very handy, regardless of small or large team. It introduces concepts from basic and dive into it when we use them in development. There are a lot of concepts and knowledges covered in this book, so I would recommend this book to the people who have some knowledge about Unity.
Amazon Verified review
SAOSep 02, 2022
5
This book is pretty good if you have some basic knowledge of Unity or game engines in general. It assumes the same as well. Some parts could use a reference image or a little more detail into a subject but most are explained a little more in-depth later on in the book even though the book doesn’t always state it. I would say this book is more for people who just got into game development and want to learn more in depth on the tool they are using. It can start off a little slow but it picks up and gets better. I recommend it for the price.
Amazon Verified review
Rhett H.Sep 04, 2022
5
This book is ideal for Unity game developers who aren't absolute beginners, but those who have a very good understanding of working in Unity. This book does a great job of pulling you into the process of making a game that you feel as though you're working at a small company with them.In the beginning you're shown the key parts you will be using in Unity for any game you make. Then, they emphasize the use of a Game Design Document along with the concepts for Prototyping a game. Afterward, they go over programming fundamentals quickly before jumping into Characters. With the Characters section, this is where they pulled me in with the excellent details they laid out in describing their process in designing, rigging, and scripting the character's movements that I had a better understanding in what to do with setting up my own characters for games. The Environment section was so thorough in explaining the process of sketching, using mood boards, and staging that when you get to using Unit's Terrain system and ProBuilder, you're ready to jump in and create a new environment.The Interactions and Mechanics, plus the Rigid Bodies and Physics Interactions chapters is where they went over so many details with good tips provided that I took my time going over these 2 chapters to absorb as much as I could be because I enjoyed learning what they were sharing. In fact I will be diving into those 2 sections again for further learning.The User Interface and Menus was straight forward in explaining the 4 forms of User Interface that can be used. Their detailed explanation in which User Interface to use in a game made for a wonderful learning experience. Plus, using UI objects through scripting was another enjoyable moment in this chapter.The Visual Effects chapter was a little too deep for me as they went into great detail with the Shader Graph that I will need to take out special time in learning this which I don't have at the moment. But for those who are familiar with dealing with the different graphs you will not be disappointed.The Sound Effects chapter was outstanding in that not only did they do a great job of going over the five elements of selecting or designing sounds which are Source, Envelope, Pitch, Frequency, and Layering. They also gave great advice on how you need to pay attention that each sound in the environment must match the mood and tone in that particular area.The last 2 chapters of Build and Test, plus Finishing Touches provided excellent detailed information on making sure your game will be up to the standard you want them to be. The thing about this book I loved was that they gave so much good information to help you design your own game including a term they used in designing their game for this book which was Vertical Slice. I wasn't familiar with the term, but after reading this book it made me aware how important it is in getting people to believe in your game and we should really focus on what we want people to see and play to gain their support while trying to finish your complete game. I recommend this book as an ideal if not perfect companion book to have by your side for reference when working on your own games.
Amazon Verified review
E. MaisonetSep 03, 2022
5
Here are my thoughts:AWESOME, LOVE IT, MARVELOUS…. Let me share some details 😅When beginning to read the book I quickly caught on with the way it was written and the focus of the book; everything is laid out to be self-explanatory when you are reading, and I like that is not that beginner friendly. The book can be used by those that want to start their journey in making 3D games using Unity and those that are already Unity developers, like myself, can use this book for reference to have always on their side in case they need to refresh on some stuff and learn other areas on Unity.This book is like a big sticky note that you have around your monitor to remember some keywords or instructions😁.The first 3-chapter touch on the fundamentals/basics of Unity, C# programing, and the importance of design and prototype. I won’t lie, In chapter 2, Design and Prototype, I almost fell asleep since the design aspect of the game is my weakest skill as a game developer. But this is the first time, I have seen an extensive description of the importance of Game Design Documentation and thought processes when making a game; the example shown in the chapter lets you know that the document does not have to be pretty, just simple lines or words to help you move your thought in how your game is going to be. I read the chapter and I was pleased to learn and eager to put it into practice.Some chapters maybe won’t be aimed at you, for example, some chapters go into detail about 3D models, Rigging, sculpting, sketching, and mood board. These are typically aimed at those that are artists or 3D modelers, but anyone can follow the chapter since there is always something that a coder must do. As a developer, I like this kind of chapter since I understood more about how everything is playout on Unity, and this can help you have better communication with whoever is the artist on your team.As you process in the book, the chapter information gets a little hard, and the coding is as well.I recommend this book since it touches on what you need to know about game development, and it will help you identify your skill set.
Amazon Verified review
Josh AdamSep 01, 2022
5
This is a great read for those getting into development. There are many topics in this book that are incredibly helpful even if it isn't a part of your field or if you want to try going solo. Each topic is given a good amount of time to go in-depth without going overboard. Overall the ebook is very well balanced and I would definitely consider it a must read. Definitely valuable information here.
Ryan Stunkel is a professional sound designer for video games who runs Blipsounds. In addition, Ryan is also a teacher and mentor to a community of sound designers through his youtube channel.
Russell Craig is a Sr. Software Engineer at Unity. He has 10 years of professional Unity simulation experience in the areas of app development, product hardware/firmware, sensor and medical training simulations, and AR/VR development.
Travis Baptiste is an Artist, father, gamer, and veteran. As a Freelance 3D Artist, he has sharpened his skills through modeling and rendering 3D assets and sketching concepts for projects.
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