Building a Game with Unity and Blender
eBook - ePub

Building a Game with Unity and Blender

  1. 250 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Building a Game with Unity and Blender

Book details
Book preview
Table of contents
Citations

About This Book

Learn how to build a complete 3D game using the industry-leading Unity game development engine and Blender, the graphics software that gives life to your ideas

About This Book

  • Learn the fundamentals of two powerful tools and put the concepts into practice
  • Find out how to designand buildall the core elements required for a great game - from characters to environments, to propsā€”
  • Learn how to integrate Artificial Intelligence (AI) into your game for sophisticated and engaging gameplay

Who This Book Is For

This book has been created for anyone who wants to learn how to develop their own game using Blender and Unity, both of which are freely available, yet very popular and powerful, tools. Not only will you be able to master the tools, but you will also learn the entire process of creating a game from the ground up.

What You Will Learn

  • Design and create a game concept that will determine how your game will look and how it will be played
  • Construct 3D models of your game characters and create animations for them before importing them into the game
  • Build the game environment from scratch by constructing the terrain and props, and eventually put it all together to form a scene
  • Import and integrate game assets created in Blender into Unityā€”for example, setting up textures, materials, animation states, and prefabs
  • Develop game structures including a game flow, user interface diagram, game logic, and a state machine
  • Make the game characters move around and perform certain actions either through player inputs or fully controlled by artificial intelligence
  • Create particles and visual effects to enhance the overall visual aesthetic
  • Deploy the game for various types of platforms

In Detail

In the wake of the indie game development scene, game development tools are no longer luxury items costing up to millions of dollars but are now affordable by smaller teams or even individual developers. Among these cutting-edge applications, Blender and Unity stand out from the crowd as a powerful combination that allows small-to-no budget indie developers or hobbyists alike to develop games that they have always dreamt of creating.

Starting from the beginning, this book will cover designing the game concept, constructing the gameplay, creating the characters and environment, implementing game logic and basic artificial intelligence, and finally deploying the game for others to play. By sequentially working through the steps in each chapter, you will quickly master the skills required to develop your dream game from scratch.

Style and approach

A step-by-step approach with tons of screenshots and sample code for readers to follow and learn from. Each topic is explained sequentially and placed in context so that readers can get a better understanding of every step in the process of creating a fully functional game.

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Information

Year
2015
ISBN
9781785282140
Edition
1

Building a Game with Unity and Blender


Table of Contents

Building a Game with Unity and Blender
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. Creating Your Game Concept
Job roles in game development
Gameplay design
Starting point
Choosing a game genre
Game mechanics
Level design
Rapid prototyping
Writing the game's story
Choosing a visual style
The characters concept
The environment concept
Summary
2. Creating Characters
Downloading Blender
A brief history of Blender
The basic user interface of Blender
Creating the monster's 3D model
Unwrapping the monster's UV map
Creating the monster's texture
Creating the player character's 3D model
Unwrapping the player character's UV map
Summary
3. Animating Your Characters
What is character rigging?
Creating a monster's armature
Creating the player character's armature
Weight painting
Animating characters
The 12 basic principles of animation
Summary
4. Creating the Environment
Building terrain and wall models
Building rock models
Creating rock and wall textures
Building grass models
Creating the grass texture
Summary
5. Integrating Your Assets into the Game
Basic user interface of Unity
Importing environment assets
Introducing prefabs
Setting up the terrain
Setting up water surfaces
Setting up foliage
Setting up environment lighting
Optimizing the scene with Occlusion Culling
Importing character assets
Summary
6. Developing the Game Structure
Introduction to game structure design
Planning the game flow
Designing the user interface structure
Player inputs and character movements
Creating basic artificial intelligence
Summary
7. Creating Levels and Game Progression
Creating character attributes
Adding in-game items and power-ups
Improving enemy AI
Adding save points
Summary
8. Post-Production and Visual FX
A basic particle system
Mist particles
Torch fire
Image FX
Quality settings
Summary
9. Deploying the Game
Build settings
Shared settings
The webplayer
PC, Mac, and Linux standalone
iOS
Android
WebGL
Optimization level
Player Settings
Cursor hotspot
Summary
Index

Building a Game with Unity and Blender

Copyright Ā© 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: November 2015
Production reference: 1251115
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78528-214-0
www.packtpub.com

Credits

Author
Lee Zhi Eng
Reviewers
Matt Schoen
Tony V. Le
Gareth Wright
Acquisition Editor
Shaon Basu
Content Development Editor
Sumeet Sawant
Technical Editor
Edwin Moses
Copy Editors
Dipti Mankame
Jonathan Todd
Project Coordinator
Shweta H Birwatkar
Proofreader
Safis Editing
Indexer
Hemangini Bari
Graphics
Abhinash Sahu
Production Coordinator
Shantanu N. Zagade
Cover Work
Shantanu N. Zagade

About the Author

Lee Zhi Eng is a 3D artist-turned-programmer who is currently the cofounder-cum-chief technical executive at Reonyx Tech, a technology firm based in Malaysia.
Before he cofounded the company, he worked as an artist and programmer in several game studios before becoming a part-time lecturer for 2 years at a university to teach game development subjects related to Unity Engine and Unreal Engine. He has not only took part in various projects related to games, interactive apps, and virtual reality, but also participated in multiple projects that are more oriented toward software and system development, such as vehicle tracking systems, corporate management systems, web applications, and so on and so forth.
When he is not writing code, he enjoys traveling, photography, and exploring new technologies. You can find more information about him at www.zhieng.com.

About the Reviewers

Matt Schoen is an indie games developer and Unity guru. His primary focus is on systems and tools development with C#, but as a generalist, he's touched practically every feature of Unity. In his day-to-day work, he also uses Visual Studio, Maya, Blender, the Adobe Creative Suite, and a wide variety of creative and development software. He's worked with Unity since its early days and has been a part of the developer community for just as long. From presenting at and attending Boston Unity Group meetings and Unite conferences to participation in the Unify Wiki and Unity Forums, he has given and taken lots of help on a wide range of projects. He cofounded Defective Studios and has been proud to work on a wide range of internal projects and external contract work, including Archean Worldbuilder, CosmoKnots, and a number of collaborations. He is currently in the early stages of authorship on another PACKT title: Google Cardboard Projects with his co-author Jonathan Linowes.
Tony V. Le is an independent game and web developer who was born and raised in Chicago, IL where he attended Columbia College Chicago and graduated in spring 2015 with a Bachelorā€™s Degree in Game Design and a Minor in web developer. Currently now attending graduate school at DePaul University for his Masterā€™s Degree in Computer Game Development, he had also started up his own company, tvledesign LLC, and is now working towards developing a professional career in both the game and web industry....

Table of contents

  1. Building a Game with Unity and Blender