Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation

Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation

By: Sue Blackman (author), Jenny Wang (author), Matthew Johnson (author), Reshat Hasankolli (author), James A. Henley (author)Paperback

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The Unity Engine Tutorial for Any Game Creator ' Unity is now the world's #1 game engine, thanks to its affordability, continuous improvements, and amazing global community. With Unity, you can design, code, and author your game once, and then deploy it to multiple platforms, reaching huge audiences and earning maximum returns. Learning 2D Game Development with Unity(R) will help you master Unity and build powerful skills for success in today's game industry. It also includes a bonus rundown of the new GUI tools introduced in Unity's version 4.6 beta. ' With this indispensable guide, you'll gain a solid, practical understanding of the Unity engine as you build a complete, 2D platform-style game, hands-on. The step-by-step project will get you started fast, whether you're moving to Unity from other engines or are new to game development. ' This tutorial covers the entire development process, from initial concept, plans, and designs to the final steps of building and deploying your game. It illuminates Unity's newly integrated 2D toolset, covering sprites, 2D physics, game scripts, audio, and animations. Throughout, it focuses on the simplest and lowest-cost approaches to game development, relying on free software and assets. Everything you'll need is provided. ' Register your book at informit.com/title/9780321957726 to access assets, code listings, and video tutorials on the companion website. ' Learn How To * Set up your Unity development environment and navigate its tools * Create and import assets and packages you can add to your game * Set up game sprites and create atlas sheets using the new Unity 2D tools * Animate sprites using keyframes, animation controllers, and scripting * Build a 2D game world from beginning to end * Establish player control * Construct movements that "feel right" * Set up player physics and colliders * Create and apply classic gameplay systems * Implement hazards and tune difficulty * Apply audio and particle effects to the game * Create intuitive game menus and interface elements * Debug code and provide smooth error handling * Organize game resources and optimize game performance * Publish your game to the web for others to see and play '

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About Author

Matthew Johnson is a principal 3D artist at Firebrand Games in Merritt Island, Florida. He graduated with a BFA from the International Academy of Design, where he trained in computer animation before going on to study animation at Animation Mentor. Matthew has been in game development for the past seven years working on more than a dozen AAA racing games, such as NASCAR, Hot Wheels, and the Need for Speed series. He has helped publish titles on almost every platform, including PC, Wii U, iOS, Android, and Steam. In his spare time Matthew enjoys spending time with his wife and two kids and, when he finds time, pursuing his love for photography. James A. Henley is an experienced game developer who has worked on several major titles and franchises, including Mass Effect, Dragon Age, Star Wars, and Skylanders, over the past decade. He originally entered the industry via the Neverwinter Nights modding community, where he was able to indulge his desires to craft content, tell stories, and write code all at the same time. He turned that love into a job opportunity at BioWare, where he spent three years with the Edmonton studio and five more with the Austin studio in a variety of design roles before briefly working for Activision. Currently, James is working as an independent developer on [TITLE REDACTED] and is actively live streaming to share his love of games and game design in an interactive fashion. He may or may not also be a mad scientist. Analysis has proven inconclusive.


Preface xix Acknowledgments xxv About the Authors xxvii Introduction 1 Introduction to Unity 1 Project Wizard 4 Setting Our Project 6 Chapter 1: Setting Up the Unity Development Environment 9 Welcome Screen 9 The Unity Interface 10 Summary 25 Exercises 25 Chapter 2: Understanding Asset Creation 27 File Formats 27 Importing Our Assets 28 Importing Packages 31 GameObjects 33 Components 36 Summary 39 Exercises 39 Chapter 3: Creating 2D Sprites 41 Working in 2D 41 Building Our Sprites 43 Sprite Packing 48 Summary 50 Exercises 50 Chapter 4: Building the Game World 53 Level Design 101 53 Getting around Our Scene 56 Manipulating Objects in Unity 59 Our First Level 64 Continuing On 69 Summary 69 Exercises 70 Chapter 5: The Basics of Movement and Player Control 71 Coding in Unity3D 71 Making the Player Go 72 Setting Up a Basic Follow-Cam 83 Introducing the Input Manager 83 Error Handling and Debugging 85 Summary 93 Exercises 94 Chapter 6: Adding Animations to Our Scene 95 Some Rules for Animation 95 Creating Animations 99 Animation States 108 Working with the State Machine 115 Summary 116 Exercises 117 Chapter 7: Setting Up Player Physics and Colliders 119 Understanding Physics 119 2D versus 3D 120 Physics 2D Settings 122 Rigidbodies 124 Colliders 125 Physics Materials 128 Constraints 129 Summary 134 Exercise 134 Chapter 8: Creating and Applying Gameplay Systems 135 Trigger Volumes in Unity 135 Creating Checkpoints 136 Using Checkpoints with Respawn 140 Creating Collectibles 144 Tracking the Player's Stats 155 Summary 157 Exercises 158 Chapter 9: Creating Hazards and Crafting Difficulty 159 Creating Your First Enemy 159 Dealing Damage 167 Handling Player Death 177 Expanding on Platforming 178 Creating Your Second Enemy 182 Maintaining Your Enemy Arrangements 187 A Few Words on Challenge 190 Summary 191 Exercises 191 Chapter 10: Creating the Menus and Interface Elements 193 UI Design 193 Unity Native GUI 194 Creating a Splash Screen 198 Title Screen 200 Game Over Screen 201 Game Win Screen 202 HUD 204 Summary 212 Exercise 213 Chapter 11: Applying Effects to the GameObjects 215 Introducing the Shuriken Particle System 215 Modules and Properties of a Particle System 217 Adding Particle Effects to the Game 220 Unity's Audio System 227 Adding Sound to the Player 231 Adding Sound to the Collectible System 236 Applying Some Extra Polish 238 Summary 246 Exercises 246 Chapter 12: Organization and Optimization 247 Organizing Assets 247 Organizing Scripts and Code 253 Optimizations 261 Summary 267 Exercises 268 Chapter 13: Bringing It All Together 269 Tying the Levels Together 269 Hooking Up the Intro Screens 275 Win or Lose: Getting Back into the Action 277 Building and Deploying the Game 281 Moving Forward 286 Final Words 290 Chapter 14: UGUI 291 UGUI Components 291 Creating Our Example Interface 293 Summary 300 Appendix: JavaScript Code Samples 301 Player Scripts 301 Collectible Scripts 307 Enemy Scripts 309 Game System Scripts 310 GUI Scripts 314 Hazard Scripts 320 System Scripts 322 Index 323

Product Details

  • publication date: 14/12/2014
  • ISBN13: 9780321957726
  • Format: Paperback
  • Number Of Pages: 384
  • ID: 9780321957726
  • weight: 600
  • ISBN10: 0321957725

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