Table Of ContentMastering Unity 2017 Game Development with
C#
Second Edition
Create professional games with solid gameplay features and professional-grade workflow
Alan Thorn
BIRMINGHAM - MUMBAI
Mastering Unity 2017 Game Development
with C#
Second Edition
Copyright © 2017 Packt Publishing
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First published: January 2017
Second edition: October 2017
Production reference: 1271017
Published by Packt Publishing Ltd.
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ISBN 978-1-78847-983-7
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Credits
Author Copy Editor
Alan Thorn Shaila Kusanale
Reviewers
Project Coordinator
Michael Miles
Devanshi Doshi
Alessandro Mochi
Commissioning Editor Proofreader
Amarabha Banerjee Safis Editing
Acquisition Editor Indexer Pratik
Larissa Pinto Shirodkar
Content Development Editor Graphics
Onkar Wani Jason Monteiro
Technical Editor Production Coordinator
Harshal Kadam Arvindkumar Gupta
About the Author
Alan Thorn is a multidisciplinary game developer, author, and educator with 17 years of
industry experience. He makes games for PC desktop, mobile, and VR. He founded Wax Lyrical
Games and created the award-winning game Baron Wittard: Nemesis of Ragnarok, working as
designer, programmer, and artist. He has written 23 technical books on game development and
presented 19 video training courses. These cover gameplay programming, Unity development,
and 3D modeling and animation. He has worked in game education as a senior lecturer for
Teesside University, a lead teacher for Uppingham School, and a visiting lecturer for London
South Bank University. Currently, he's the Head of Department for Games Design and
Development at the National Film and Television School.
This book would not have been possible if it hadn't been for the valuable help of many people. I
would like to thank all my friends and family, and also the team at Packt Publishing. This
includes Onkar Wani and Larissa Pinto.
About the Reviewers
Michael Miles is a manufacturing engineer working in the aerospace industry by day, and a
Unity Game designer and C#, JavaScript, and Python developer the rest of the time. While he
purchased his first computer in the early '80s, it was years later when he first got into
programming, writing modifications for Doom during breaks at work. With gaming in general
frowned upon, while working Michael put these skills to work, programming simulations for the
various processes he used on the job. A few years later, he discovered Unity3D and Blender;
using these applications, Michael creates interactive training and production-ready instruction
tools for the assembly of parts for the aircraft his company builds.
When not in front of a computer screen, he likes to play card games, board games with family
and friends, and immerse himself in books from fantasy to theoretical physics.
Thanks to my parents for always being there, supporting every decision I made, however unwise
you thought it was at the time.
Alessandro Mochi has been playing video games since the Amstrad and NES era, tackling all
possible fields: PC, console, and mobile. They are his love, and designing them is his passion,
used as a medium to transmit and evoke emotions. He gives a lot of importance to details while
doing any work, and is well versed in project and team management, communication, and
problem-solving skills.
He is experienced in mechanical design, but is also quite good at programming (Unity, C#) and
3D modeling. With over 15 years of experience in IT and project management, he's currently
pouring all of his heart and mind into the company he founded--Dapper Penguin Studios. Here,
he tries to resurrect a lost genre in PC gaming--the industrial tycoon--with the flagship title Rise
of Industry. Many studios have tried in recent years, and their failures serve as inspiration and
fuel for his work, trying to give back to the gaming industry a fun, polished, and immortal
experience.
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Table of Contents
Preface
What this book covers What
you need for this book Who
this book is for Conventions
Reader feedback Customer
support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Preparation and Asset Configuring
Getting clear on design
Target platforms
Intended audience
Genre
Game mode Game
objective
Asset preparation
Meshes - Work only with good topology
Meshes - Minimize polygon count
Meshes - Simulating bump details without geometry
Meshes - Minimize UV seams
Meshes - Export as FBX
Meshes - Use meters scale (metric)
Textures - Never use lossy compression
Textures - Power of 2 sizes
Textures - Alpha textures
Asset importing for Dead Keys
Importing textures
Importing meshes
Importing animations
Importing audio
Configuring materials
Summary
2. Level Design and Structure
Setting the scene with a skybox
Level building - Modular construction sets
Level building - Organization and structure
Level design - Tips and tricks
Objective and feedback
Narrative
Believability and convenience
Atmosphere and aesthetic
Simplicity and reuse