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David Baron - Hands-On Game Development Patterns with Unity 2019

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Hands-On Game Development Patterns with Unity 2019 Create engaging games - photo 1
Hands-On Game Development Patterns with Unity 2019
Create engaging games by using industry-standard design patterns with C#
David Baron

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BIRMINGHAM - MUMBAI
Hands-On Game Development Patterns with Unity 2019

Copyright 2019 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 or its dealers and distributors, will be held liable for any damages caused or alleged to have been 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.

Acquisition Editor: Karan Gupta
Content Development Editor: Keagan Carneiro
Technical Editor: Rutuja Vaze
Copy Editor: Safis Editing
Project Coordinator: Pragati Shukla
Proofreader: Safis Editing
Indexer: Priyanka Dhadke
Graphics: Alishon Mendonsa
Production Coordinator: Jyoti Chauhan

First published: March 2019

Production reference: 1280319

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78934-933-7

www.packtpub.com

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Contributors
About the author

David Baron is a game developer with over 15 years' experience in the industry. He has worked for some of the top AAA, mobile, and indie game studios in Montreal, Canada. He has a skillset that includes programming, design, and 3D art.

As a programmer, he has worked on a multitude of games for various platforms, including virtual reality, mobile, and consoles.

About the reviewers

Guillaume Leroy spent 20 years in the French Gendarmerie, including 10 years as an intelligence analyst and an economic defence advisor. After this, Guillaume retrained as a video game programmer in Montreal. Two years after starting his studies, he started his new career as a Unity generalist programmer at Playmind, where he is in charge of programming location-based games. Active in the local developer community, he leverages his network of contacts to further develop his skills and help others do so too.

I would like to extend my deepest thanks to David for giving me his trust to help him make this book and to allow me to live this new experience.

Johannes Unterguggenberger is a university assistant at TU Wien's Rendering and Modeling Group, Institute of Visual Computing and Human-Centered Technology, where he is engaged in teaching and research in the area of computer graphics. He has gained experience with Unity in several commercial and private projects, which were mainly focused on the areas of mobile game development and augmented reality. Although he currently focuses primarily on low-level graphics development with C++, OpenGL, and Vulkan, Unity and C# will always be two of his favorite technologies and have a special place in his heart.

I would like to thank Packt Publishing for the opportunity to be technical reviewer for a second time. It is a great pleasure and an honor to contribute to high-quality literature in the fields of computer graphics and game development.
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Preface
First principles, Clarice: simplicity. Read Marcus Aurelius,
"Of each particular thing, ask: What is it in itself? What is its nature?"
~ Hannibal Lecter

The preceding quote from one of my favorite films sums up my approach to learning. Following over a decade working in the gaming industry, I have found that the only valid way to gain mastery over a complex system is by breaking it down into its most basic components. In other words, I try to understand the core ingredients before mastering the final form.

You will see that throughout this book, I'm taking a very simplistic approach in the way I present each pattern. The goal is not to dump down the subject matter, but learn by isolating the core concepts behind each design pattern so that we can observe them and learn their intricacies. I've learned this approach in the gaming industry while working as a designer and programmer. We will often build components and systems for our game in isolated levels that we call gyms. We would spend weeks iterating, testing, and adjusting each ingredient of our game individually until we understood how to make them work as a whole.

I wrote this book in a way that's consistent with how I approach game development so you, as a reader, can immerse yourself in the subject matter while taking some good habits along the way that will help you in your career.

Even if the code included in each chapter is not what we call production-ready, it still offers a good starting point to build robust systems for your game. Hence, it's important to keep in mind that the code in this book is not dogma, but learning material that is meant to be improved by you, the reader. And I hope you do so!

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