Release date:2019, April 21
Duration:03 h 36 m
Author:Packt Publishing
Skill level:Beginner
Language:English
Exercise files:Yes
Learn
Learn Unity, one of today’s most popular game engines
Develop a first-person 3D game without any prior knowledge of game development or Unity
Learn relevant game-development skills and practices
Learn the basic of 3D level design
Utilize the power of the Asset Store and find the best free-to-use assetsAbout Curious about game development but afraid to get into it because it seems too hard? Fear no more! With this course, you will learn how to develop games with one of the most popular engines in the industry. You will learn only relevant and practical information, and appreciate how it applies to the real world.
By the end of this course, you will have a full-scale 3D game, similar to indie favorites such as Dear Esther, Amnesia, and Gone Home. In only 4 hours, you will become an indie developer!
Style and Approach In this fast-paced course, you will learn how to use the latest version of Unity with relevant and practical examples. While most beginner-level Unity courses do a decent job of teaching some basic concepts, they do so in a boring and theoretical way. Even when they show a game example, it tends to be at best a very basic number-guessing or visual-novel game. In this course, you will create a nice-looking 3D game with a first-person perspective. After completing the course, you will have a product you can actually be proud of.
Features
Learn one of the most popular tools in the industry and develop a 3D game in only 7 days, without any prior knowledge of game development.
Learn game-development best practices with relevant and practical examples.
Create an interesting 3D game using Unity 2019 for free, with only a few lines of code.1 – Installation and Introduction 01 – The Course Overview 02 – Installation of Unity3D and Visual Studio 03 – Introduction to Unity 2019 Interface
2 – Introduction to Unity Workflow and the First Steps 04 – Creating Game Objects and Components 05 – Create, Manipulate, and Use Prefabs – Part One 06 – Create, Manipulate, and Use Prefabs – Part Two 07 – Importing the Standard Assets and Using First Person Controller 08 – Working with Colliders and Rigidbodies
3 – Introduction to 3D Level Design – Whiteboxing 09 – Introduction to Whiteboxing and Real-World Examples 10 – Basics of 3D Level Design Principles – Part One 11 – Basics of 3D Level Design Principles – Part Two 12 – Getting Started with ProBuilder Tool – Part One 13 – Getting Started with ProBuilder Tool – Part Two 14 – Building and Testing the Levels – Part One 15 – Building and Testing the Levels – Part Two
4 – Fantastic Free Assets and Where to Find Them 16 – Asset Store 17 – Importing Different Kinds of Assets to the Unity – Part One 18 – Importing Different Kinds of Assets to the Unity – Part Two 19 – Implementing Assets to Game and Finalizing Level Design – Part One 20 – Implementing Assets to Game and Finalizing Level Design – Part Two 21 – Implementing Assets to Game and Finalizing Level Design – Part Three 22 – Implementing Assets to Game and Finalizing Level Design – Part Four
5 – Make It Work 23 – Unity Specific Functions – Part One 24 – Unity Specific Functions – Part Two 25 – Utilizing Colliders, Triggers, and Layers – Part One 26 – Utilizing Colliders, Triggers, and Layers – Part Two 27 – Getting User Input and Creating a Basic Inventory System – Part One 28 – Getting User Input and Creating a Basic Inventory System – Part Two 29 – Creating a Message System
6 – Improving User Experience 30 – Overview of the UI System – Part One 31 – Overview of the UI System – Part Two 32 – Manipulating and Updating UI Elements with Scripts 33 – Reworking the Inventory and Message Systems – Part One 34 – Reworking the Inventory and Message Systems – Part Two
7 – Final Touches 35 – What “Polishing” Means and Why It Is Important 36 – Polishing Our Game – Part One – Pause Menu 37 – Polishing Our Game – Part Two – Game Over and Main Menu 38 – Polishing Our Game – Part Three – Movement and Sounds 39 – Polishing Our Game – Part Four – Lights 40 – Polishing Our Game – Part Five – Font and Post-Process Effects 41 – Overview of the Player Settings and Building the Game


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