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Beginning 3D Game Development with Unity: All-in-one, multi-platform game development Paperback – May 25 2011
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About the Author
Sue Blackman has been an instructor in the 3D field for nearly 20 years at art schools and community colleges. She has been involved with the commercial development of real-time 3D engines for more than 10 years. In the past, she has been a contributing author for New Riders Press (Max4 Magic) and written for AMC Siggraph on serious games. She has written product training materials and instruction manuals for developing content with real-time 3D applications, used by multimedia departments in Fortune 1000 companies including Boeing, Raytheon, and Lockheed Martin, among others. In addition to writing and teaching, Sue has been the lead 3D artist on several games for Activision and its subsidiaries.
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Most Helpful Customer Reviews on Amazon.com (beta)
I'm working through the book, and am at chapter 4. I'm blown away by the information in this book, as there are many explanation of real-time game mechanics that I wasn't aware of. As this book is aimed at game artists who want to develop their own game, this information is invaluable. Unity is a real-time game engine and as such, many things from game assets development to game processes have to re-thought and redone. In my own case, as I've used 3DSMax to develop 3D content for traditional media (animated logos, advertising, etc.) it's a completely different thought process. There are a lot of concepts (which applies to all real-time engines as of this writing) and implementations of those concepts that I have not seen anywhere else. The details are amazing so far and I don't think the author withholds any information like other books.
I also own Unity Game Development Essentials by Will Goldstone, Unity Game Development by Example by Ryan Henson Creighton. This is the order I would do the books in order to get the most out of learning Unity:
1st - Unity Game Development by Example by Ryan Henson Creighton
2nd - Unity Game Development Essentials by Will Goldstone
If you have some experience with Unity (after playing with it for 40 hours or so) and want to learn somewhere, check this out. Some easy projects, gets into more details but still focused on Unity essentials.
3rd - Beginning 3D Game Development with Unity by Sue Blackman
This book is 1 project. You actually get to build a difficult game by the end of the book. People don't think classic adventure games as difficult. After all, you are just going around exploring, picking up objects and solving the problem/mystery/adventure. But it is one of the most complex to program because the logic and management of the logic is difficult for most people. Then you have to translate that logic into code and make it work. The scripting will be complex and you really have to sit down, pay attention to learn it. If you know object oriented programming, it will make the going easier. If you have never programmed before (and hence don't know any different), it's easier.
For me, this book IS A KEEPER. I'd gladly have paid $55.00 for it, and at the Amazon price, it's a steal. The book didn't have a CD for the assets and final code. It will be published on the Apress website. I can't wait to download them and finish the book!
My granddaughter's boy friend attended a community college class on game development using Unity 3D. When he said there was a free version (the price is right), I decided to look into the game development engine. There are a number of excellent tutorials and the reference manual is sufficiently technical and there were a number of books out there, but it was beginning to look like what I wanted wasn't available.
Finally I did an internet search and discovered "Beginning 3D Game Development with Unity: All-in-one, multi-platform game development" by Sue Blackman. Now that is a mouthful for a book title. I read it's description, and some reviews and I decided to invest in the e-book version in PDF format. When I got the book, I had no problem in down loading it and I had no problem in finding the assets and downloading them. I realize that some have complained about that process, but it was seamless for me and I have been working with the book for a couple of months now.
My second approach, at some point you will become comfortable enough with Unity that you will want to strike out on you own, at that point you may want to work on the book projects and you own. I do not recommend this, unless you have a game design already in place, if you do, than go ahead and continue on the book projects while developing your own game.
If you do not have a game design in place continue through the book and finish the projects as she provides them.
In phase three you may wish to, in fact you should purchase the paperback version of the book. I realize you are buying the book twice, but it will be worth it. Once you get a game design in place, start your own project, and use the PDF version of the book for quick snippets of code, use the assets as the fit your needs, and use the paperback as a quick reference to access the index and the subject of whatever topic you need to look up as you build your own game.
This is the mode I am currently in and I have found the book to be an invaluable asset.
Although the book does focus on the adventure game genre, it is applicable to a number of different genre's and the knowledge the book supplies in applicable in all of the different game genres.
Also, the author Sue Blackman is active on the Unity Forums and was very responsive to questions or requests for help with scripting. All in all, this was a fun way to learn.
fix the source code then it might worth giving it a try. On the errata page of the book's website, they listed
all the errors that people have submitted, but no solutions posted so far.
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