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This book is aimed at game artists who are interested in designing levels in Unity with no past programming experience. It does not assume detailed knowledge of similar game platforms.
- Sales Rank: #2722858 in Books
- Published on: 2015-06-30
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .58" w x 7.52" l, 1.05 pounds
- Binding: Paperback
- 280 pages
About the Author
Volodymyr Gerasimov is a game designer, developer, and producer who has worked on multiple titles in companies such as Holymountain Games, Best Way Soft, and Gameloft. Being introduced to Unity in its early versions, he continues to use and explore it to this day as a powerful, flexible, and affordable solution for personal projects and independence start-ups. His previously co-authored Unity 3.x Scripting, Packt Publishing. You can follow Volodymyr on his personal blog at blog.vladgerasimov.com.
Most helpful customer reviews
1 of 1 people found the following review helpful.
A much needed resource for level building in Unity
By John Donovan
This is a book I've been waiting a long time for. As a coder and a lone developer I often come up against problems with understanding the various aspects of art assets needed for making a game. How large should textures be?where should details be placed? how to use mip maps, terrain brushes, when to use LODs, are they always needed: to name just a few things one needs to figure out. Add to all that trying to decide on what is a reasonable workflow for building a level in Unity. This book goes a long way towards helping with all this. There is a big learning curve when it comes to art in games if one is not a trained game artist and this certainly helps. I would definitely recommend it.
0 of 0 people found the following review helpful.
This book is great for artists/3D-level designer and Indie-developer
By Ralf K.
First, let me say, what this book does not cover: 2D-leveldesign, procedural levelcreation and scripting
in any form. The book is focusing on building 3D outdoor levels/3D-animation using the Unity toolset: editing terrain and
developing terrain content like trees, animating humanoid-type models, sounds, and the particle subsystem. One chapter is about
lighting, here the author goes "inside", showing the usage of the Unity lighting features including the new 5.0 functions.
The readerbility and structure of the text is all right.
I'm a modest skilled Unity user (not an expert), so I was able to follow the author straight ahead. If it comes to special gameobjects, like terrain, the properties of the gameobject in the Unity-Inspector will be described - one by one, followed by an example.
The audience is pronounced clearly in the "who this book for"-section: game artists.
I would go a bit further: the book is also suited well for (Indie-) developers, who didn't care to much about the asset-creation
Unity tools and now wanted to construct their own levels. You are going to learn a lot, (I guess) even as an advanced user, e.g. in chapter two, the part about using LODs in Unity or in chapter five, the bone-naming conventions for humanoid-typed animations.
I can recommend this book without limitations.
0 of 0 people found the following review helpful.
Great Introduction into Unity 5 for 3d-artists
By Tobias Rosenberger
This is really an excellent introduction into Unity Version 5. I especially recommend the book for 3d-artists that have already a basic knowledge of 3d-modelling software such as Blender or Maya and that now want to do the next step and learn how to make their assets interactive. It is a great resource for any 3d-artist. While writing/teaching code is certainly not in the focus of this book, it is a great introduction for anybody who wants to design an interactive 3d-environment and needs a first solid overview over the animation capabilities of Unity 5. The provided content / assets are very valuable since they demonstrate the basic exchange workflow with 3d-software and Unity. That is especially important for the game designer. and shows what is important when preparing/ordering assets for Unity. In general it is both fun and informative to read the book and it really encourages the reader to get active by his/herself and design a personal 3d-environment. The tutorials are not only well done and easy to follow, but give also informative explanations about the different parameters. It is also an interesting read for readers that are already familiar with an earlier version of Unity, and want quickly learn about the new features of version 5! This book i can recommend.
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