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Alan Thorn - Learn Unity for 2D Game Development

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Alan Thorn Learn Unity for 2D Game Development
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2D games are everywhere, from mobile devices and websites to game consoles and PCs. Timeless and popular, 2D games represent a substantial segment of the games market.
In Learn Unity for 2D Game Development, targeted at both game development newcomers and established developers, experienced game developer Alan Thorn shows you how to use the powerful Unity engine to create fun and imaginative 2D games.
Written in clear and accessible language, Learn Unity for 2D Game Development will show you how to set up a step-by-step 2D workflow in Unity, how to build and import textures, how to configure and work with cameras, how to establish pixel-perfect ratios, and all of this so you can put that infrastructure to work in a real, playable game. Then the final chapters show you how to put what youve already made to work in creating a card-matching game, plus youll learn how to optimize your game for mobile devices.

What youll learn
  • How to create a 2D workflow in Unity
  • Customizing the Unity Editor
  • How to generate atlas textures and textured quads
  • Animation effects and camera configuration
  • Handling user input
  • Creating a game from start to finish
  • Optimizing for mobile devices
Who this book is for

Game development students and professionals, indie developers, game artists and designers, and Unity developers looking to improve their workflow and effectiveness.

Table of Contents1. Unity Basics for 2D Games
2. Materials and Textures
3. Quick 2D Workflow
4. Customizing the Editor with Editor Classes
5. Procedural Geometry and Textured Quads
6. Generating Atlas Textures
7. UVs and Animation
8. Cameras and Pixel Perfection
9. Input for 2D Games
10. Getting Started with a 2D Game
11. Completing the 2D Card Game
12. Optimization
13. Wrapping Things Up

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Learn Unity for 2D Game
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Alan Thorn

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Learn Unity For 2D Game Development

Copyright 2013 by Alan Thorn

This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publishers location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law.

ISBN-13 (pbk): 978-1-4302-6229-9

ISBN-13 (electronic): 978-1-4302-6230-5

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.

President and Publisher: Paul Manning

Lead Editor: Michelle Lowman

Developmental Editor: Kate Blackham

Technical Reviewer: Marc Schrer

Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Louise Corrigan, Morgan Ertel, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt Wade, Tom Welsh

Coordinating Editor: Anamika Panchoo

Copy Editor: Linda Seifert

Compositor: SPi Global

Indexer: SPi Global

Artist: SPi Global

Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail . Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

For information on translations, please e-mail rights@apress.com , or visit www.apress.com .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales .

Any source code or other supplementary materials referenced by the author in this text is available to readers at www.apress.com . For detailed information about how to locate your books source code, go to www.apress.com/source-code/ .

Contents at a Glance

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About the Author Alan Thorn is a freelance game developer and author with - photo 27

About the Author Alan Thorn is a freelance game developer and author with - photo 28

About the Author Alan Thorn is a freelance game developer and author with - photo 29

About the Author

Alan Thorn is a freelance game developer and author with over 12 years of - photo 30

Alan Thorn is a freelance game developer and author with over 12 years of industry experience. He is the founder of London-based game studio, Wax Lyrical Games, and is the creator of the award-winning adventure game Baron Wittard: Nemesis of Ragnarok. He has worked freelance on over 500 projects worldwide, including games, simulators, and kiosks and augmented reality software for game studios, museums, and theme parks. He has spoken on game development at universities throughout the UK, and is the author of ten books on game development, including Teach Yourself Games Programming, Unity 4 Fundamentals and the highly popular UDK Game Development. More information on Alan Thorn and his start-up Wax Lyrical Games can be found at: http://www.alanthorn.net and http://www.waxlyricalgames.com .

About the Technical Reviewer

Marc Schrer

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