| Acknowledgments |
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vi | |
| Introduction |
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xv | |
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Chapter 1 Game Production Process |
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1 | (8) |
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1 | (3) |
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4 | (1) |
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Teams of Teams and Pipelines |
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4 | (2) |
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5 | (1) |
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5 | (1) |
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Technology Assets (Scripts) |
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5 | (1) |
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6 | (1) |
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Conclusion and Introduction to Incursion |
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6 | (1) |
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7 | (1) |
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8 | (1) |
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Chapter 2 Asset Creation: Maya Scenography Modeling |
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9 | (28) |
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Scenography Modeling within the Game Design Pipeline |
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9 | (1) |
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10 | (1) |
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11 | (3) |
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12 | (1) |
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13 | (1) |
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Limitations and Optimizations for Games |
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13 | (1) |
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Rules of 3D Game Modeling |
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14 | (3) |
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14 | (1) |
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15 | (1) |
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16 | (1) |
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Tutorial 2.1 Game Level Modeling: The Entryway |
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17 | (16) |
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18 | (2) |
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20 | (2) |
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22 | (3) |
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25 | (1) |
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26 | (1) |
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Cleaning or Deleting History |
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27 | (1) |
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28 | (1) |
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28 | (4) |
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32 | (1) |
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33 | (1) |
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34 | (3) |
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Chapter 3 Asset Creation: Maya Scenography UV Mapping |
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37 | (26) |
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Scenography UV Layout within the Game Design Pipeline |
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37 | (3) |
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38 | (1) |
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Exploring the UV Texture Editor |
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39 | (1) |
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Tutorial 3.1 Game Level UV Layout, Tools, and Techniques |
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40 | (21) |
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Mapping Beginning with Automatic Mapping |
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42 | (3) |
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45 | (4) |
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49 | (1) |
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Maya's Unfold UV via Smooth UVTool |
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50 | (2) |
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52 | (9) |
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61 | (1) |
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62 | (1) |
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Chapter 4 Asset Creation: Maya Scenography Texturing |
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63 | (26) |
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Textures, Materials, and Shaders |
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63 | (3) |
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Nature of Effective Textures |
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64 | (1) |
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65 | (1) |
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66 | (1) |
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Tutorial 4.1 Seamless Tiled Textures |
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66 | (8) |
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Select and Prepare a Raw Texture Image |
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68 | (1) |
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68 | (2) |
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70 | (1) |
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71 | (3) |
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74 | (1) |
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Tutorial 4.2 Nontiled Textures and Their Dirt |
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74 | (10) |
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75 | (1) |
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Preparing the UV Snapshot for Painting in Photoshop |
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76 | (1) |
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77 | (1) |
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78 | (1) |
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79 | (3) |
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82 | (1) |
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82 | (1) |
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83 | (1) |
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84 | (5) |
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Chapter 5 Asset Creation: Unity Scenography Importing |
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89 | (24) |
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89 | (1) |
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90 | (1) |
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90 | (1) |
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Tutorial 5.1 Creating a Unity Project |
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90 | (3) |
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About the New Project File |
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92 | (1) |
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93 | (4) |
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94 | (1) |
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95 | (1) |
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95 | (1) |
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95 | (1) |
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96 | (1) |
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96 | (1) |
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96 | (1) |
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Tutorial 5.2 Exporting from Maya |
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97 | (1) |
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97 | (4) |
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98 | (1) |
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99 | (2) |
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101 | (1) |
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101 | (1) |
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101 | (1) |
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101 | (1) |
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Tutorial 5.3 Importing, Tweaking, and Placing Scenography Assets into Unity |
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102 | (10) |
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108 | (4) |
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112 | (1) |
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112 | (1) |
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Chapter 6 Asset Creation: Unity Scenography Creation Tools |
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113 | (32) |
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113 | (1) |
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Tutorial 6.1 Adding and Manipulating Unity Water, Sky, and Fog |
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114 | (7) |
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114 | (1) |
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114 | (2) |
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116 | (3) |
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119 | (1) |
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120 | (1) |
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Tutorial 6.2 Terrain Creation |
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121 | (15) |
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122 | (3) |
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125 | (11) |
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136 | (1) |
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Tutorial 6.3 Primitives and Particles |
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136 | (8) |
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Tweaking Terrain Settings |
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143 | (1) |
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144 | (1) |
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Chapter 7 Asset Creation: Advanced Shading, Lighting, and Baking |
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145 | (34) |
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146 | (2) |
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Baking in Unity (aka Unity Lightmapping) |
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146 | (1) |
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Limitations to Unity Lightmapping |
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147 | (1) |
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148 | (1) |
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148 | (11) |
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150 | (9) |
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159 | (1) |
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Tutorial 7.2 Lighting and Baking in Unity |
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159 | (18) |
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Unity's Lighting Instruments |
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160 | (17) |
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177 | (1) |
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178 | (1) |
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Chapter 8 Asset Creation: Maya Character Creation |
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179 | (54) |
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180 | (1) |
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180 | (2) |
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Considerations of Style Sheets |
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181 | (1) |
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182 | (1) |
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Tutorial 8.1 Game Character Modeling: Aegis Chung |
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182 | (50) |
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182 | (50) |
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232 | (1) |
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Chapter 9 Asset Creation: Maya Character UV Mapping and Texturing |
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233 | (42) |
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234 | (1) |
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Tutorial 9.1 Character UV Mapping |
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234 | (28) |
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Mesh Inspection and Cleanup |
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234 | (26) |
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260 | (2) |
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262 | (1) |
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Tutorial 9.2 Character Texture Painting |
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262 | (11) |
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264 | (5) |
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269 | (4) |
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273 | (2) |
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Chapter 10 Asset Creation: Maya Rigging and Skinning and Unity Animated Character Importing and Implementation |
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275 | (48) |
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276 | (1) |
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276 | (26) |
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276 | (4) |
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280 | (21) |
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301 | (1) |
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Tutorial 10.2 Maya Skinning |
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302 | (8) |
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303 | (2) |
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305 | (3) |
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308 | (2) |
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Tutorial 10.3 Maya Animation |
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310 | (4) |
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General Notes on Game Animation |
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310 | (4) |
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314 | (1) |
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Tutorial 10.4 Getting Animated Characters to Unity |
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314 | (5) |
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316 | (3) |
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Tutorial 10.5 Animating in Unity |
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319 | (2) |
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321 | (1) |
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321 | (1) |
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322 | (1) |
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323 | (10) |
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323 | (2) |
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Sound Listener and Sound Source Paradigm |
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325 | (1) |
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Tutorial 11.1 Placing Sound in Unity |
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325 | (7) |
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327 | (1) |
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328 | (2) |
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330 | (2) |
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332 | (1) |
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332 | (1) |
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Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface |
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333 | (22) |
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Unity's Scripting Languages |
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334 | (1) |
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334 | (1) |
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335 | (1) |
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335 | (1) |
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335 | (5) |
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A Note about This Approach |
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336 | (1) |
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336 | (1) |
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337 | (3) |
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340 | (1) |
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Tutorial 12.1 Graphical User Interfaces |
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340 | (14) |
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340 | (14) |
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354 | (1) |
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354 | (1) |
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Chapter 13 Unity Triggers |
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355 | (48) |
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356 | (1) |
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Tutorial 13.1 Activating and Changing Screen Hints with Triggers |
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356 | (11) |
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357 | (1) |
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358 | (1) |
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358 | (1) |
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359 | (2) |
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361 | (3) |
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364 | (3) |
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367 | (1) |
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Tutorial 13.2 Triggers and Doors |
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367 | (10) |
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369 | (3) |
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372 | (1) |
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Cleaning Up with Destroy and Booleans |
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373 | (4) |
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377 | (1) |
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377 | (2) |
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379 | (1) |
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379 | (1) |
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380 | (1) |
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But First...A Few Notes on Scripting and Help |
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381 | (3) |
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381 | (1) |
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Commenting Blocks of Script with / |
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382 | (1) |
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Accessing the Documentation |
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383 | (1) |
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384 | (1) |
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384 | (2) |
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Tutorial 14.1 Highlighting Actionable Objects with Raycasting |
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386 | (16) |
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393 | (9) |
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402 | (1) |
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402 | (1) |
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Chapter 15 Unity Prefabs and Instantiation |
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403 | (38) |
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403 | (4) |
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Prefabs versus Prefab Connections |
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404 | (3) |
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Tutorial 15.1 The Power of Prefabs |
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407 | (6) |
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408 | (3) |
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411 | (1) |
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412 | (1) |
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413 | (1) |
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Tutorial 15.2 Setting Up the Armed Arms |
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414 | (3) |
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417 | (1) |
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Tutorial 15.3 Firing a Gun |
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417 | (6) |
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A Few Notes about Pistol Sparks |
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419 | (1) |
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Quick Note about Detonator and Explosion Framework |
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420 | (3) |
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423 | (1) |
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Tutorial 15.4 Sound Revisited |
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423 | (2) |
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Scope and Optimizing Script |
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425 | (2) |
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Tutorial 15.5 The EMP Mines |
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427 | (12) |
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436 | (1) |
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437 | (2) |
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439 | (2) |
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Chapter 16 Unity: Creating Inventory Systems |
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441 | (32) |
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State Engine and How Many Scripts? |
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441 | (2) |
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Tutorial 16.1 Setting Up Inventory GUI and Script |
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443 | (21) |
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Refresher on Interscript Communication |
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446 | (2) |
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Firing Animations in Script |
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448 | (5) |
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Hiding and Showing Weapons |
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453 | (4) |
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Bulking up the GUI System |
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457 | (1) |
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Create a GUIEIements Prefab |
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458 | (1) |
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Animate the Inventory to Show and Hide |
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459 | (4) |
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463 | (1) |
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464 | (8) |
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Accessing the State Engine |
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465 | (1) |
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Building upon the Raycasting Mechanism |
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465 | (1) |
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466 | (1) |
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467 | (5) |
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472 | (1) |
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472 | (1) |
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Chapter 17 Health Systems, Winning, and Losing the Game |
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473 | (22) |
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474 | (4) |
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476 | (1) |
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477 | (1) |
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Tutorial 17.2 Health Systems |
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478 | (16) |
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479 | (2) |
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481 | (1) |
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482 | (1) |
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Creating the Damage Triggers |
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482 | (2) |
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484 | (3) |
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Particles Doing Damage (Steam) |
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487 | (3) |
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490 | (1) |
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491 | (1) |
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492 | (2) |
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494 | (1) |
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494 | (1) |
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494 | (1) |
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Chapter 18 Unity Debugging, Optimization, and Builds |
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495 | (14) |
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495 | (1) |
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496 | (5) |
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Finding What Needs to Be Optimized |
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496 | (2) |
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498 | (2) |
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500 | (1) |
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501 | (7) |
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Preparing Player Settings |
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501 | (5) |
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Outputting the Final Build |
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506 | (2) |
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508 | (1) |
| Index |
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509 | |