3D Games
Presented By
MohamedAhmed Abdullah
Why we choose this topic?
Some Figures
First Week Revenue= $500M
Vs
First Week Revenue= $239M
91%
7%2%
PC MARKET
Windows Mac Other
84%
12%3%1%
MOBILE MARKET
Android IOS Windows Phone Other
78%
11%
11%
DEVICE MARKET
Mobile Tablet Pc
42%
15%
14%
29%
OS MARKET
Android Windows IOS/Mac Other
100
110
95
100
105
110
115
IOSApp Store Google Play
APP DOWNLOADS
IOSApp Store Google Play
100
50
0
20
40
60
80
100
120
IOS App Store Google Play
MOBILE MARKET
IOSApp Store Google Play
IOS Developer
22,000$
Android Developer
6,000$
Game Development Process
Game Development Process
• Idea – Story – Concept
• GDD Game Design Document (Target Audience, Game Play, Graphics, Characters, Levels, … )
• Prototypes and finaldesigns (a final 3D Models)
• Photos and ideas
• Modeling (Mesh – Texture – Material)Maya
• Animation Maya
• Development And Testing
• Release And Support
Game Structure
Game Structure
• Startup
• Introductory movie
• Front End
• Game Options
• Sound Options
• Video Options
• Loading Screen
• Main Game
• Introduction
• Gameplay
• Game Mode
• Pause Options
• End GameMovie
• Credits
• Shutdown
Highlight some points
• 3D Model Example
• Maya | ZBrush | Mudbox | Cinima 4D | More than 20 More
• You can use Wacom
+ =
Game Engines
Game Engines
• CryEngine (Crysis)
• Unity (Temple Run 2) (Assassin’sCreed)
• Unreal Engine 4 (Tekken)
• GameMaker
• Havok Vision Engine - Project Anarchy
• ShiVa
• BigWorld
• Leadwerks
Unity
Unity Platforms
Unity Features
Unity Features
• Working in unity
• Physics
• Graphics
• Networking
• Scripting
• Animation
• UI
• Navigation
Working in unity
• Unity Objects
• Layout Windows (Scene View, Game Window, Hierarchy View, Project View, Inspector, Scene
Gizmo )
Scene
GameObject
Component
• Renderingcomponent
• Collider
• Rigid body
• Script
• Light
• Camera
• Text Mesh
• Audio
• …
Physics
• Rigid bodies
• Sleeping
• Physics materials (friction, lightning, …)
• Colliders
• Triggers
• Many More (Different Types of colliders,…)
Graphics
• Lightning (Point Lights,SpotLights, DirectionalLights)
• Camera
• Materials, Shaders & Textures
• Terrain Engine
• Global Illumination
• Many more (Reflectionprobes,ParticleSystems(likemoving liquids,smoke,clouds,flamesandmagic spells,…), )
Networking
• Lol League Of Legends Using InhancedUDP Protocol
• There is Many Sample Projects
Scripting
• Start, Awake, Update
• OnCollisionEnter
• What ever you can Imagine
Animation
• Workflow
• Import Animation
• Blend Trees
• Humanoid animations
UI
• Canvas
• Interaction Components (Button, Toggle, Slider, Dropdown, Input Field,…)
Navigation
• NavMesh (the walkable area)
• PathFinding
Demo
• Overview
• Show them thecharacter animationand the Animator
• ChangetheBackground music
• Changethe Collider
• Show the public and private variables and how to drag and drop over the public
variable
• ChangemainCamera Position
• Changethe lightning
Amazing Tools
• Kinect V2 – 3D Builder
• Hololens (show the video)
At the End
Rather Than Plying, Imagine
And If you can imagine it you can doIt
Thanks :)

3D Games

Editor's Notes

  • #13 3D Model Example You can use Wacom Maya | ZBrush | Mudbox | Cinima 4D | More than 20 More
  • #20 Inspector: You use it to access various properties and components for objects you’ve selected in either the Hierarchy or Project views.
  • #21 Rigidbodies A Rigidbody is the main component that enables physical behaviour for an object. With a Rigidbody attached, the object will immediately respond to gravity. If one or more Collider components are also added then the object will be moved by incoming collisions. Kinematic Sleeping : Once a rigidbody is moving at less than a certain minimum linear or rotational speed, the physics engine will assume it has come to a halt. When this happens, the object will not move again until it receives a collision or force and so it will be set to “sleeping” mode. Colliders : Collider components define the shape of an object for the purposes of physical collisions. A collider, which is invisible, need not be the exact same shape as the object’s mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay. Physics materials: When colliders interact, their surfaces need to simulate the properties of the material they are supposed to represent. For example, a sheet of ice will be slippery while a rubber ball will offer a lot of friction and be very bouncy. Triggers: The scripting system can detect when collisions occur
  • #25 Humanoid animations This means that with relative ease, you can apply the same set of animations to various character models. Blend Trees blend between two or more similar motions.