Unity Game Development

By Anthony M Davis , Travis M W Baptiste , Russell Craig and 1 more

Early Access

This is an Early Access product. Early Access chapters haven’t received a final polish from our editors yet. Every effort has been made in the preparation of these chapters to ensure the accuracy of the information presented. However, the content in this book will evolve and be updated during the development process.

Learn more
    Advance your knowledge in tech with a Packt subscription

  • Instant online access to over 7,500+ books and videos
  • Constantly updated with 100+ new titles each month
  • Breadth and depth in over 1,000+ technologies

About this book

If you have ambitions to be a game developer this guide is for you. Covering all the fundamentals of the Unity game engine, Unity Game Development will help you understand the different elements of 3D game creation through a practical vertical slice of an adventure puzzle game.

This book follows an informal, demystifying approach to the world of game development with the Unity game engine. With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a playable 3D game slice. You'll learn scripting with C# and master the Unity development environment with easy-to-follow stepwise tasks.

Publication date:
March 2022
Publisher
Packt
Pages
285
ISBN
9781801076142

 

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 portion of a game that could be. For this chapter, we’re going to go into the beginnings of getting the project going. Major topics include:

  • Game Design Fundamentals
  • Your First Unity Project
  • Prototyping
 

Game Design Fundamentals

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

Game Design Document

No matter how small your game is looking to be, there will need to be some sort of documentation that will need to take place. There are strong organizational reasons to making a document, but the strongest reason is that to put something down on paper or drawn out in a collaborative space tends to be pause to an idea. This pause is sometimes referred to as heuristic design. This can be done alone or a collaboration...

 

Your First Unity Project

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 mechanics testing or new packages testing. 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 is in the figure below:

It is recommended for a production application the LTS Releases. If your team is experimenting or looking to prototype with new features, it would...

 

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 any studio will prototype as each business has their own manner of creation. We will speak to 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. Commonly seen as Analyze, Design, Implement, 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 yourself or your group building your game.

Wireframing or Paper Creation

In this form of prototyping, the creator takes video game into steps in a...

 

Summary

Within this chapter we went over some deep topics. Game design, what options to choose for your first project, and prototyping fundamentals. Let's take a little bit of time to go over them in a conclusive manner.

Game Design Fundamentals

Game design is a wide field of study. We covered some strong topics to consider on your further study throughout this book. The game design document is a topic that was a great place to start. We went over how you and your team could collaborate together in a word document or more visual flowchart manner. The tool doesn’t matter as much as the willingness of each team member use of it. After you work through which tools work best for you, you will then need to look at the decisions you make with your team and ensure that they are being deliberate. Even when your decisions feel right at the time, putting that thought to someone else and seeing how it feels overall, revising, then repeating the process is called iterative design. Iteration...

About the Authors

Unity Game Development
Unlock this book and the full library for FREE
Start free trial