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Unity 3D Game Development
Unity 3D Game Development

Unity 3D Game Development: Designed for passionate game developers—Engineered to build professional games

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Profile Icon Anthony Davis Profile Icon Stunkel Profile Icon Russell Craig Profile Icon Travis Baptiste
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eBook Aug 2022 370 pages 1st Edition
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Arrow left icon
Profile Icon Anthony Davis Profile Icon Stunkel Profile Icon Russell Craig Profile Icon Travis Baptiste
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$19.99 $28.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.5 (19 Ratings)
eBook Aug 2022 370 pages 1st Edition
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Paperback
$36.99
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Unity 3D Game Development

Design and Prototype

Now that we have worked through all of the primary lingo of game development and have a stronger understanding of 3D spaces, we need to talk through the game itself. In this book, we are building a vertical slice—a fully-functional portion of the game. For this chapter, we’re going to go into the beginnings of getting the project going. The main topics include:

  • Game design fundamentals
  • Your first Unity project
  • Prototyping

To begin, let’s start from the top and go over the game design fundamentals in greater detail. Take your time reading through this portion as it’s dense with knowledge nuggets that will take your game to the next level.

Game design fundamentals

Game design is a young art. With any art, there are some very basic fundamentals that must be thought about before you can explore. We will go through ways in which developers like to capture their thoughts in a “document.” Then, we will start with a micro-lecture on how each decision should be deliberately as granular as possible. Then, we will build on those decisions with iteration. Finally, we will go through an explanation of concepting. Let’s get started with a discussion of design documents.

Game design document

There was a time where our team had some downtime between our development sprints in which we wanted to all jump on board with a new tool. Our project management was using the Atlassian stack (Jira, Confluence, etc.), but we wanted to see what would be better, so we looked through several different software. This included Hack N’ Plan, Trello, Notion, and several other tools. We used all these tools to see which ones would end up getting used after our break. In the end, we found out we liked Jira for the project management and tasking, but for everything else we stuck with Miro. Miro ended up being our concepting boards and design/workflow brainstorming tool. This happened organically through other tools just not being used by the majority of the team.

No matter how small it seems your game is going to be, there will be some sort of documentation that will need to take place. There are strong organizational reasons behind making a document, but the strongest reason is that when we put something down on paper or draw it out in a collaborative space, we tend to take time to more seriously consider its merits. This pause is sometimes referred to as heuristic design. This can be done alone or in collaboration.

Some designers wish to draw up a beautifully written, well-outlined document in a word processor or an online collaboration tool. This gives a neat outline and the ability to write each detail exactly. When the scope of the game is going to be larger, this works out well. The writers tend to be technical writers and well-versed in the art of documenting processes. The approach is to have a single source of truth for any part of the game that anyone can refer to while developing, but to go to this extent may not be the best method for you or your team.

Another option for game design documents is done through collaborative brainstorming software. This allows users to work together to make flowcharts, draw, and outline in a creative manner. This manner is the direct opposite of the curated form of the aforementioned written document approach, but serves a different need. The creative form tends to be more intimate and art-focused. Some pre-concept art sketches are done, flowcharts are drawn up quickly to draw out questions about the gameplay elements, and ideas can be swiftly drawn upon and tossed away or kept. This way of designing wouldn’t work well for a large-scale team as there is no real organization of sorts. New members would have a hard time onboarding in these situations.

A screenshot of a computer  Description automatically generated with medium confidence

Figure 2.1: Example of a flowchart

Neither of these options is the magic pill to make a game design document, but rest assured, your team needs to have some sort of document to keep your ideas written down. Ideas are fleeting on the mind and some of the best ideas slip into the ether if they aren’t written down to keep. Experiment with your team to find the option that best suits them. There is a saying in design groups: “The best tool is the tool your team will actually use”.

We’ve gone over quite a few options for game design documents and shown that they have pros and cons. Even though there isn’t a perfect way right off the bat, a great starting point would be to start with a more visual and collaborative approach. If you are together, this could be a dry erase board with sticky notes. The dry erase board allows for non-permanent thoughts, while the sticky notes would be tasks that need completing. Place them on the left side for “need to be completed,” and move them to the right side when they are complete.

I recommend you spend some time over in our GitHub repo created for this book. I’ve added a GDD images folder in there for you to take a look at a large scale of examples to see what we’ll work through in the next set of chapters.

https://github.com/PacktPublishing/Unity-3D-Game-Development

Now that we have started documenting our game design, we need to take our thoughts and make deliberate choices with them to make them concrete.

Deliberate decisions

Although this part of the chapter may be slightly shorter than others, take this section to heart: being a designer means building an immersive world that makes sense, even when it doesn’t make sense. The player subconsciously makes observations at an alarming rate. The more that the player can see non-congruent pieces to the puzzle that is the game environment or character, the more immersion is broken. The best way to fix any immersion-breaking issue is deliberate decisions.

To give a very simple explanation of this, take the example of door handles. You’ve seen them your whole life and used them intuitively. In fact, when you have to deal with a poorly designed door handle is when your actual, real-life immersion breaking happens. If you have ever grabbed a handle to a door and tried to pull inward, only to find out the door was designed to be pushed, you’ve encountered this issue. If the door was designed to only be allowed to move in one direction, the correct design for an exit is a flat panel where the door handle would be. This immediately implies “push.”

Every level, mesh, texture, concept, and feeling needs to be deliberately thought about with an attempt to implement. Only after you have a strong reason to place something in a certain way without giving in to clichés is when you then can explore other unique aspects to build something truly unique.

The project you will be making and playing with in this book has undergone prolonged and deliberate thought. To emphasize this, in each section, you will see a set of questions that are answered in as much detail as needed in a concise manner.

Iterative production

Game development has an interesting need for immersion to be at the forefront of play. To get this immersion as complete as we can get it, the development team needs to continuously ask whether the direction it is going in works well. Very often, the game that you began developing is not what you will ultimately end up with. This cycle is called an iterative design or production.

There are a multitude of patterns you can use when you undertake iterative design. The approach that will be described here is not the only definitive approach to completing a design, but it is a good starting point from where your team can branch off as it sees fit.

Iteration needs to happen often and early for a game to grow in terms of how easy it is to understand. There is a concept called MVP, or Minimum Viable Product, where game developers make the minimum amount of gameplay elements required to give the game to testers. This should take very little time and the feedback is invaluable. When you hand this off to the testers, there will be feedback that you and your team could not have seen as you are very close to the product. Make sure to listen to the feedback carefully with an open mind as their experience could be common among your players. We’re working toward a deliberately designed experience for as many players as possible. This feedback forces you and your team to iterate on the design, and possibly cut or add game mechanics, to respond to the main testing feedback.

A picture containing text  Description automatically generatedA picture containing indoor, plant, decorated  Description automatically generated

Figure 2.2 a, b: Examples of iterations in level design

After having iterations resolve major holes in your design, you then move into a vertical slice (which will be covered in the Vertical slice section of this chapter) of the game. This should be an iteration where you are comfortable with the basics of the movement and primary game mechanics. Your team will want to make a full game loop from start to finish with a single level that houses a win and lose condition. Then, you guessed it, test again, but this time with new testers that have never seen this game. Ask similar questions and some new ones that have surfaced during internal playtesting.

The loop for development should seem repetitive, and it is:

  1. Think and test
  2. Create and test
  3. Update and test

Then, continue this approach until you are at number of iterations until it’s a shippable product. The most important portion of each step is the testing. Make sure to take feedback from testing as strong indications of where improvement is required. We will begin this cycle with conceptualization.

Concepting

You need to make a game and you have a group ready to go. You are comfortable with deliberately making granular decisions and know the iterative process. Now you need to get a concept started.

The first step to getting a project going is to explore what emotion you and your team want your players to experience. With our art form being so young and malleable, we can pursue this emotion any way we like. This is the power of the game developer. Once you know what emotions you are focused on as regards the experience players will have, start thinking about how you can create it as a gameplay experience.

If the emotion is fear, you could have the player deal with spaces that are dark, with just a flashlight as their primary defense tool. This may lead you to explore sound design as your development focus since vision will not be the primary experience tool.

If the emotion is grieving, then you may work through a narrative focus, where you play a child who has lost a family member and the players work through a narrative-driven gameplay in a dream world. This pushes storytelling and pacing, with a tight understanding of color theory as well as the stages of grief through a child’s perspective.

We could go on for a while regarding concepts as there is an infinite number of scenarios. Choose what your primary goal is and then work toward it. After this, you may want to put some of these ideas to paper to get an idea of what the feelings of the immersion will be, from an artistic viewpoint. This could potentially be silhouettes of character concepts. It could also be architectural designs.

It could also be a collection of pictures you’ve saved that gave you a feeling of the emotion you want to evoke that you can draw ideas from.

A picture containing text  Description automatically generatedA picture containing text, window, silhouette  Description automatically generated
A picture containing text, window  Description automatically generated

Figure 2.3 a, b, c: Concepts used in project

Either way, the prominent action is to get the ideas started visually. After you have some art panels drawn up and you have a visual idea of how this may be built, we then make a Unity project.

Your first Unity project

You’ve put together a concept that you want to develop, and now we need to get Unity and create a project. To do this, we need to get the Unity Hub and then choose a version, followed by a template to start with.

Unity Hub

Unity Hub is a small application that holds all of the projects in a centralized location so all of your projects are easily accessible as well as the versions of Unity you have installed. To acquire Unity Hub, you need to go to unity.com and create a UnityID. After you create an account, click the blue button named Get Started. Follow the prompts that best make sense for your needs and operating system. Download and install Unity Hub and let’s get creating!

Choosing a version

Unity runs multiple versions at once. There are Alpha, Beta, Official, and LTS releases.

Alpha versions have experimental features that may not be fully complete or production-ready and are not recommended for builds as there may be features causing build-breaking bugs. Studios and enthusiasts may use this for testing mechanics, engine features, or packages. They are generally one release ahead of official releases. Beta is similar to Alpha versions; however, they are experimental versions of the most current official release. Official releases are stable current releases. LTS means Long-Term Support. These are the final releases of a version with minor hotfixes if bugs are found.

An easy way to see the versions is through the Unity Hub. An example of what this may look like can be seen in Figure 2.4:

Figure 2.4: Example list of Unity versions

LTS releases are recommended for a production application. If your team is experimenting or looking to prototype with new features, it would only be possible in prerelease versions. After choosing a version for your project to be built in, you need to choose a template from Unity’s options as you make a new project.

This book, however, is version independent. If you’ve bought this book after 2022, the book is still as relevant as it can be. The screenshots may have slight UI changes, but the foundations still remain intact.

Choosing a template

Unity presents you with a few template choices when you press the New button on the projects tab. This gives you the options of 2D, 3D, Universal Rendering Pipeline (URP), and High-Definition Rendering Pipeline (HDRP). There are large rendering differences as well as some functionality that might be interesting to you and your team to work with. These differences between these templates, arose when the Scriptable Rendering Pipeline (SRP) came to life!

Scriptable rendering pipeline

Rendering and computer graphics are a detailed subject that you could get a PhD in, so we will scratch the surface of what is possible through a rendering pipeline. The top level of the pipeline entails three tasks: Culling, Rendering, and Post-Processing. In each of these categories, many tasks are taking place in certain orders and to certain degrees of accuracy. The primary function of all of this is to optimize the view to the end user for a high frame rate as well as maintain the art style that is required for the experience you are wanting for the user.

With the advent of the SRP, these templates split into three main categories: Built-in, Universal, and High Definition. To get an idea of these three templates, let’s break them out into their respective groups and dive in a little bit further. For our project, we will be using Universal Rendering as we will be utilizing several features inside this rendering pipeline.

Built-In Rendering

This is an older pipeline that doesn’t use scriptable pipelines. There are a great many applications for the built-in renderer. Both of the 2D and 3D templates run Built-In Rendering systems. This is also the standard for which most of the assets in the asset store were built before the SRP came out. You can think of “Built-in” as the base experience in Unity. There are several reasons why you may not want to use the Built-In Renderer. If you are looking to use volumetric lighting, GPU particles, or ray tracing you would want to look into the scriptable render pipelines below.

Universal Rendering

The Universal Rendering pipeline is aptly named as it has the most features available with a scriptable rendering pipeline available. If you are looking to make a 2D game, this is the best option to choose as it has built-in, pixel-perfect rendering, 2D lights, and 2D shadows. For the 3D option, this is also a fantastic choice. There are two graphs available to both URP and HDRP, which are ShaderGraph and VFXGraph. ShaderGraph is a visual shader creation tool that allows for complex shaders to be written visually. VFXGraph’s primary function is to be a particle system focused on GPU particles, allowing you to create millions of particles on screen at the same time for stunning visuals.

We would like to use GPU-based particles, in our project which VFXGraph is responsible for handling, as well as show the use of ShaderGraph. With these requirements, we chose to work within URP as our rendering pipeline.

If you are looking for more of a physically accurate rendering system with ray tracing and volumetric clouds, then HDRP is what you are looking for.

High-Definition Rendering

This rendering pipeline has one major purpose: to give the best-looking output while remaining as optimized as possible. Whether to use HDRP or not is a widely discussed topic. There are several main reasons why HDRP would be the option for you. This is if you are looking for a physical-based sky with cloud layers, volumetric clouds, multiple directional lights, highly customizable shadow options, and ray tracing to include raytraced reflections, volumetrics, and multiple high-level shader outputs. There are many other high-level rendering options that HDRP only can provide. These concepts are deep topics in the computer graphics world and we implore you to look them up to see the beautiful work of what real-time rendering is becoming.

Prototyping

Now that you have a project, you can start putting together the assets that will create the game. In this book, we have worked through how we are going to build this game out so that way, we can section off each major chunk into chapters. Prototyping can happen in a multitude of ways. We can’t go over every way in which every studio will prototype as each business has its own manner of creation. We will talk about major progression patterns that are common within the industry as a whole. Breaking down the life cycle of any task that is built upon iteration, there needs to be a cycle to pull out the impurities. This is commonly regarded as analyze, design, implement, and test, and then iterate again until complete. The prototyping phase goes through all of these steps as well. Take a look at them all and work through each portion that makes sense to you or the group building your game.

Wireframing or paper creation

In this form of prototyping, the creator breaks the video game down into phases in a physical or digital system to go through each game loop or experience the player will feel throughout your game. Sometimes, this could be creating a paper board game to run through the rules. Sometimes, this may involve digitally drawing game wireframes through the user interface to intuition for the gameplay experience.

Grayboxing

This name is what you think it means! A bunch of untextured shapes, generally gray boxes, that line out your environment to ensure that the storytelling of the environment through its silhouette can be defined. This version of prototyping is particularly useful if you need a very direct camera angle you need to display, and do not have assets to set up the environment. This can also be useful in the development of concept art as you can push the composition to the concept artists for quicker turnarounds.

A picture containing indoor, curtain, bedclothes  Description automatically generatedA picture containing indoor  Description automatically generated

Figure 2.5 a, b: Greyboxing examples in project

From Figure 2.5 above, you can see how a concept artist could take these and draw over them to get a rendered concept in order to provide more design ideas for the space, even if this means changing the environment, since this was a quick mock-up of the space to get things started.

These can provide enough detail to start working on a proof of concept, which we go over next.

Proof of Concept (PoC)

The naming is fairly accurate. This is where you are getting very specific about your testing. Maybe you need to tune a camera to get a very specific feel for the gameplay. This might take several iterations in itself and multiple people taking a crack at it if you have a team.

Diagram  Description automatically generated with medium confidence
Diagram, engineering drawing  Description automatically generated

Figure 2.6 a, b: An example of iterating on a game asset

Figures 2.6 a and b above show the iteration of some architecture. We started with a simple archway that had a feeling of fantasy just to start. After we put it in the level, we had more time to think about the styling and add more appealing parts to the archway. This is a helpful concept to understand that your assets can be perfect in the beginning. To get to an MVP, you have to start somewhere and work toward greatness!

Minimum Viable Product (MVP)

This is as the name implies: a pared-down version of the game. In a platformer, there must be jumping. Perhaps you have swinging as your game demands that as a mechanic, this will not get cut no matter how much funding you have? You do not need polished art assets or even animations. The purpose of an MVP is to demonstrate the gameplay’s features are within an acceptable range to ensure that anything built on top has the foundation of the MVP’s mechanics working properly.

Vertical slice

Sometimes you have a good idea of the art direction, the primary mechanics, and narrative, but need to gather some feedback or possibly funding. A vertical slice is when you take a very thin slice of the game and polish it to generate hype and a sense of the end product. Demos are a similar concept to a vertical slice. This is more complex than the MVP as there is a level of polish to the art, animations, mechanics, lighting, and so on that MVPs aren’t expected to have, which can take a significant amount of time as well as an understanding of the final product, which may not have been available when the MVP was made.

This style of prototyping is the best use case for our project needs within this book. We are developing a small portion of the game to get a strong understanding of what the entire game could be. This is our best option.

While making prototypes, your game may need to go through all of these to get to proper gameplay that feels good to play. You may also not need all of them. This varies greatly within each development group.

Summary

Within this chapter, we went over some deep topics—game design, what options to choose for your first project, and prototyping fundamentals. We went over how you and your team could collaborate in a Word document or a more visual flowchart to bring your game together. The idea here is to make the design’s ideas a reality. Once you’ve done this, you should dig into your first Unity project, choosing which template to work with and utilizing effects that follow the setting of your game concept, such as GPU particles. Finally, we covered prototyping to get your project started and get a sense of whether it conveys the experience to the user that you want it to convey.

In the next chapter, we will begin to look at programming, helping you to bring all your game ideas to life.

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Key benefits

  • 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

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Table of Contents

15 Chapters
A Primer to the Third Dimension Chevron down icon Chevron up icon
Design and Prototype Chevron down icon Chevron up icon
Programming Chevron down icon Chevron up icon
Characters Chevron down icon Chevron up icon
Environment Chevron down icon Chevron up icon
Interactions and Mechanics Chevron down icon Chevron up icon
Rigid Bodies and Physics Interaction Chevron down icon Chevron up icon
User Interface and Menus Chevron down icon Chevron up icon
Visual Effects Chevron down icon Chevron up icon
Sound Effects Chevron down icon Chevron up icon
Build and Test Chevron down icon Chevron up icon
Finishing Touches Chevron down icon Chevron up icon
Bonus: Other Unity Tools! Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Yanzhe W. Dec 01, 2022
Full star icon Full star icon Full star icon Full star icon Full star icon 5
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.
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SAO Sep 02, 2022
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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.
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Rhett H. Sep 04, 2022
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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.
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E. Maisonet Sep 03, 2022
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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.
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Josh Adam Sep 01, 2022
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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.
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