Wang, J: Learning 2D Game Development with Unity -
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Présentation Wang, J: Learning 2d Game Development With Unity de Jenny Wang Format Broché
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Résumé : While reading Learning 2D Game Development with Unity: A Hands-On Guide t?Game Creation, students are taken through a series of lessons that will guide them through the many nuances of game development, including designing for multiple platforms, understanding game optimization techniques, interface and user input programming, art asset creation and usage, sounds and special effects, and publication. Each chapter in the book represents one of the critical steps in the game development cycle. In parallel with relevant theory, the authors detail, as an illustration, the design and creation of the very same game presented throughout the text. Chapter by chapter,?they?guide students through exercises focused on the creation of the game. These exercises allow students to build on skills and knowledge obtained in the previous chapters.
Biographie:
Matthew Johnson is a Principal 3D Artist at Firebrand Games in Merritt Island, Florida. He graduated with a BFA from The International Academy of Design, where he trained in computer animation before going on to study animation at Animation Mentor. Matthew has been in game development for the last 7 years and has worked on more than a dozen AAA racing games, such as Nascar, Hot Wheels, and the Need for Speed series. He has helped publish titles on almost every platform, including PC, Wii-U, iOS, Android, and Steam. Matthew enjoys spending his free time with his wife and two kids or on his other passion: photography. James A. Henley is an experienced game developer who has worked on several major titles and franchises, including Mass Effect, Dragon Age, Star Wars, and Skylanders, over the past decade. He originally entered the industry via the Neverwinter Nights modding community, where he was able to indulge in his desires to craft content, tell stories, and write code all at the same time. He turned that love into a job opportunity at BioWare, where he spent three years under the Edmonton studio and five more under the Austin studio in a variety of design roles before briefly working for Activision. Presently, James is working as an independent developer on [TITLE REDACTED] and is actively live-streaming to share his love of games and game design in an interactive fashion. He may or may not also be a mad scientist. Analysis proved inconclusive.
Sommaire:
Preface Introduction Chapter 1: Setting Up the Unity Development Environment Chapter 2: Understanding Asset Creation Chapter 3: Creating 2D Sprites Chapter 4: Building the Game World Chapter 5: The Basics of Movement and Player Control Chapter 6: Adding Animations to Our Scene Chapter 7: Setting Up Player Physics and Colliders Chapter 8: Creating and Applying Gameplay Systems Chapter 9: Creating Hazards and Crafting Difficulty Chapter 10: Creating the Menus and Interface Elements Chapter 11: Applying Effects to the Game Objects Chapter 12: Organization and Optimizations Chapter 13: Bringing it all Together Chapter 14: UGUI Appendix: JavaScript Code Samples Index
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