course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
course1-Intrduction-to-the-game-industry.pdf
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course1-Intrduction-to-the-game-industry.pdf

  1. Teacher: Bassem Seddik Page 1 of 20 Unity Certified Developer Courseware Lesson 1: Introduction 1. Exploring the “Zombie Toys” Game Project presentation The goals of this certification courseware include: 1. Introduction to Unity 2. Exploring the Unity User Interface 3. Using Game Objects and Assets 4. Managing Projects and Assets 5. Preparing Assets for Implementation 6. Assembling the Game Level 7. Lighting in Unity Projects 8. Baking Lighting in Unity Production 9. Animating Objects in the Unity Editor 10. Bringing Animations into the Project 11. Scripting in Unity Development 12. Implementing Navigation and Pathfinding 13. Building the Player and Allies 14. Building the Enemies 15. Creating Particle Systems 16. Adding Audio to Unity Projects 17. Building the Camera and Player Selection System 18. Designing User Interfaces 19. Building and Deploying Unity Projects 20. Preparing for Mobile Deployment 2. How to monetize your game The purpose of game, as fun as it can be, is often to make money. For this, it could be challenging to choose the monetization strategy for our game to let the production studio survive. This could be one of the following:  In app adds  In app purchases: could start for free then get updates for payment, etc. It is important to understand the sellers and gamers population. For instance, a game in china (and it’s a must- consider market) would be different in its content. Also, a lot of new games are going to be played on mobile phones. We might consider a game geared towards women between 25 to 45 years or rather focus on a wider population.
  2. Teacher: Bassem Seddik Page 2 of 20 3. Video game production Pipeline Preproduction: Defining the concept art and story for the game. They are part of the GDD and TDD documents. It is important that they are prepared before the game creation is started Production: Create assets and implement game play, create 3D models, environments or animation characters, bringing them to the game engine then bringing the game to life. It will build our game for its first release. Maintenance: Fixing bugs and releasing patches in an incremental functionality improvement Upgrade: building and releasing new content, level, seasonal content, characters, environment, power or prices available. It is an opportunity to integrate player enthusiasm in the game
  3. Teacher: Bassem Seddik Page 3 of 20 4. Game Studio Roles and responsibilities Here are the sample roles and equivalent productions made taken from www.artstation.com This last role depends on the studio scale
  4. Teacher: Bassem Seddik Page 4 of 20 In a large studio, he might focus on only the environment. On a small studio, his role is more abroad. Implements for example the pickups collection
  5. Teacher: Bassem Seddik Page 5 of 20 He is the interface bew the artist and the game designer. He assures coherency and rediness of GemeObjects. Its is a variant role. Also particle, shader or economies in game May create concept art. Building, tearrains. Might be connected or fused with the level designer
  6. Teacher: Bassem Seddik Page 6 of 20 Often work on Zbrush or Mudbx then take the model from High resolution to polygons ready for animation. Might create concept art as preparation Depending on the studio size, the size of the game and the funding available, we might also find: Programmers: Sound designers: Musians, coposers, voice-over artists, etc.
  7. Teacher: Bassem Seddik Page 7 of 20 Examples of Job offers in the gaming industry Ubisoft: https://www.ubisoft.com/fr-FR/recrutement/offres-demploi.aspx
  8. Teacher: Bassem Seddik Page 8 of 20 5. Basic game design decisions Depends on the destined platform: a PS4, PC, mobile, etc. Check the made with unity website https://unity3d.com/fr/games-made-with-unity Different game genres and categories are present Categories of applications available First person character: we don’t see the character, we see through his eyes
  9. Teacher: Bassem Seddik Page 9 of 20 A third person character differs in the sense that we see our character in front of us. By parenting a camera in the right position to our character, we can follow him moving in font of us
  10. Teacher: Bassem Seddik Page 10 of 20 6. The Game Design Document (GDD) This is the basic blueprint for all member creation on the game in order to coordinate their efforts. Makes sure that the player have a rich and rewarding gaming experience  Who the players are, their descriptions, their states, costumes, variations,  Character line-up: useful for size coherence  Weapons and attacks, useful for VFX artists managing the relative particles  Their animation  The non-player characters (NPC): speed, maximum health,  The general game mechanic  A target demographic  How the game is to be played  States for advancement in the game  Concept art for the game  Camera behavior  Describe the naming convention  Listing the audio files used
  11. Teacher: Bassem Seddik Page 11 of 20 7. The Technical Design Documents Focuses on the game inner workings  Equipment required for our game to work  Software needed  Development plan  Scripts needed , how they work together  Shades  Physics implementation  Development schedules (Gantt diagram)  Updates and development Milestones aimed to keep the game alive  Different assets types, format, description. It is important to ha a consistent naming to avoid losing an asset in the amount of thousands of files within our game  How money is made in our game
  12. Teacher: Bassem Seddik Page 12 of 20 8. Marketing Method for our Games Making a game is a business. Choosing the right business model for our game is a vital decision. So we can choose to:  Buy from start  Freemium, then adds within the app need money to be deleted  Buy upgrades At the services window inside Unity, we can choose to display adds inside our game  Rewarded ads can’t be skipped  Analytics let the publishers understand how  In app purchasing: customizations, upgrades
  13. Teacher: Bassem Seddik Page 13 of 20 9. Unity different categories of solutions 9.1.Gaming: https://unity.com/solutions/gaming 9.2.Film: https://unity.com/solutions/film
  14. Teacher: Bassem Seddik Page 14 of 20 9.3.Automotive industry 9.4.Unity for AEC: Architecture, Engineering & Construction Harness the power of the world’s most extensible & widely used real-time development platform for rapid creation of stunning visualizations and built environments that lowers costs, saves time, and streamlines workflows. 9.5.Advanced research in computer vision
  15. Teacher: Bassem Seddik Page 15 of 20 9.6.Brand Ads & Experiences 9.7.Learning and training experiences 9.8.XR: AR and VR experiences
  16. Teacher: Bassem Seddik Page 16 of 20 Valuable resources Unity Asset Store To add resources in our game:  Import the new assets,  or packages  or drag and drop files in Unity  or copy/past files in our Asset folder inside our project
  17. Teacher: Bassem Seddik Page 17 of 20 Lesson 2: Getting familiar with Unity 1. Analyzing the Unity User interface Project: Import and organize in folder the different assets from 3D/2D creation software Scene: assembles our scene content Game: Play our game Hierarchy: sort our game content Inspector: Add components and tweaking parameters Console: debugging, logs and errors fixing It is possible to organize and change the different windows interface. It is possible to change skins from dark (professional) to white (personal) or any other set of personalized colors. 2. Navigating in the Scene View We use the scene windows to get around the content using the middle mouse wheel, and/or Alt/Ctrl in the key board. Pressing “F” in the scene view allows the zoom on an object. We could also filter the different view content by clicking on the upper left relative button in the scene view (see figure below) We can look at different materials such as the albedo, specular, normal. In addition, we could turn on/off lighting, wireframe to see object in clear light conditions.
  18. Teacher: Bassem Seddik Page 18 of 20 We could use 2D mode to work on orthographic views and assemble objects or menus content. We could also turn on/off fog, flares or the surrounding skybox. There are options that enhance the look and feel of our environment We could also choose to turn on/off different gizmos or components based our preferences and testing requirements. For instance, we could deactivate animations or physics to check for a given game behavior. The axis on the viewport top left allows to switch between the different orthographic views. We coukd tap and hold it to turn around our scene, or simply click on the wanted viewing direction.
  19. Teacher: Bassem Seddik Page 19 of 20 3. Utilizing the game view window It allows as to test our game and play it. It shows the result of our game. We could also choose how we see our game depending on the device aspect. Maximize on play option allows our game to be played on full screen once the paly button is pressed. Mute audio allows to stop listening to a recurrent sound for example when testing. Stats: allows to check for t game parameters such as memory consumption, number of meshes. This allows to optimize our game. Gismos: allows to turn on/off a given content in the game 4. Navigating the hierarchy window It allows to check for the game objects including duplicates and parents our game object groups. We could change its ordering to be rathe alphabetically made. A Prefab is shown in blue. It is helpful. The might be several 100’s of gameObjects is a scene. For this being able to find a given gameObject is crucial. We could apply a filtering in the search area on top of the hierarchy tab.
  20. Teacher: Bassem Seddik Page 20 of 20 It is possible to create new gameObject content from the create button on the top left. We could also left-click and choose to create a new resource. To create a parenting relation, we could drag and drop a gameObject to an another to make it a child of it. We could also unparent it by dragging it out.