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Miles - Unity 3D and PlayMaker essentials: game development from concept to publishing

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Miles Unity 3D and PlayMaker essentials: game development from concept to publishing
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Unity 3D and PlayMaker essentials: game development from concept to publishing: summary, description and annotation

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In introducing new students to video game development, there are two crucial components to consider: design and implementation. Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing provides theoretical background on topics such as characters, stories, level design, interface design, audio, game mechanics, and tools and skills needed.

Each chapter focuses on a specific topic, with topics building upon each other so that by the end of the book you will have looked into all the subjects relevant to creating your own game. The book transitions from discussion to demonstrations of how to implement techniques and concepts into practice by using Unity3D and PlayMaker. Download boxes are included throughout the book where you can get the version of the game project under discussion or other content to add to the project, as well as any supplementary video tutorials that have been developed.

Addressing both theoretical and practical aspects, Unity 3D and PlayMaker Essentials enables you to understand how to create a game by having you make a game. By gradually completing your own design document through the course of the book, you will become familiar with core design principles while learning the practical skills needed to bring your unique game to life.

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Unity 3D and PlayMaker Essentials

Game Development from Concept to Publishing

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Unity 3D and PlayMaker Essentials

Game Development from Concept to Publishing

Jere Miles

CRC Press Taylor Francis Group 6000 Broken Sound Parkway NW Suite 300 Boca - photo 2

CRC Press

Taylor & Francis Group

6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742

2016 by Taylor & Francis Group, LLC

CRC Press is an imprint of Taylor & Francis Group, an Informa business

No claim to original U.S. Government works

Printed on acid-free paper

Version Date: 20160414

International Standard Book Number-13: 978-1-138-92177-1 (Paperback)

This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.

For permission to photocopy or use material electronically from this work, please access www.copyright.com (http:// www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged.

Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.

Library of Congress Cataloging-in-Publication Data

Names: Miles, Jere, author.

Title: Unity 3D and PlayMaker essentials : game development from concept to publishing / Jere Miles.

Description: Boca Raton : Taylor & Francis, CRC Press, 2016. | Includes bibliographical references and index.

Identifiers: LCCN 2016000972 | ISBN 9781138921771 (alk. paper)

Subjects: LCSH: Computer games--Programming. | Video games--Design. | Unity (Electronic resource) | Three-dimensional display systems.

Classification: LCC QA76.76.C672 M5395 2016 | DDC 794.8/1536--dc23 LC record available at https://lccn.loc.gov/2016000972

Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com

This work is dedicated to my wife, Raylene Miles, for putting up with the long nights and Sundays while I sat in the office and typed and typed and typed. This is also dedicated to my children, Sergei and Steven, for the long discussions and early prototyping of the Sancho Panza idea during the morning drives to school.

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Contents
Section i Background

Chapter 1: Introduction.............................................3

1.1 Who Plays Games?.......................................4

1.2 How Are Games Made?...................................6

1.2.1 AAA Studios...................... ................6

1.2.2 The Indie Studio..................................7

1.3 Who Can Make Games?...................................7

1.3.1 Skills and Jobs ....................................8

1.3.2 Working in the Industry...........................8

1.4 What Types of Games Are There?........................10

1.4.1 Ro le-Playing Games.............................10

1.4.2 Adventure Games...............................11

1.4.3 Platformer Games...............................12

1.4.4 Shooter Games..................................13

1.4.5 Action Games...................................14

1.4.6 Strategy Games.......................... ........15

1.4.7 Simulation Games...............................16

1.4.8 Sports Games...................................17

1.4.9 Puzzle Games................. ..................18

1.4.10 MMO Games....................................18 1.5 Summary...............................................19

Vocabulary....................................................20

Review Quiz...................................................20

Exercises......................................................20

Design Document.............................................21

Chapter 2: Design Document ...................................... 23

2.1 Introduction to the Design Document...................24

2.1.1 Do We Need a Design Document? ................25

2.1.2 Methods of Design..............................26

2.1.3 Logical Design versus Descriptive Design........27

2.1.4 Mission and Vision..................... ..........28

2.2 Sections of the Design Document.......................29

2.2.1 Game Concept..................................30

2.2.2 Game Characters................ ................33

2.2.3 Game Story..................................... 34

2.2.4 The Game World.................................35

2.2.5 Game Audio.....................................36

2.2.6 Game Interface..................................37 2.3 Summary...............................................37 Vocabulary....................................................38 Review Quiz...................................................38 Exercises......................................................39

Design Document.............................................39

Chapter 3: Using Unity and PlayMaker...... ........................ 41

3.1 Installing Unity..........................................42 3.2 Unitys Interface........................................ 44 3.3 Using Unity.............................................52

3.4 Installing PlayMaker.................................... 60

3.5 PlayMakers Interface....................................63

3.6 State Machines..........................................65 3.7 Using PlayMaker.........................................70

3.8 Summary...............................................85 Vocabulary....................................................85

Review Quiz...................................................85

Exercises..................................................... 86

Design Document............................................ 86

Section ii Building Blocks

Chapter 4: Characters................................... .......... 89

4.1 The Purpose of Characters.............................. 90

4.2 Do Games Need Characters?............................ 90

4.3 Traditional Character Types..............................91

4.3.1 The Hero........................................93

4.3.2 The Shadow.....................................93

4.3.3 The Mentor..................................... 94

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