Franz Lanzinger
2D Game Development with Unity
Franz Lanzinger
2D Game Development with Unity
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This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step with the theory behind each step fully explained.
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This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step with the theory behind each step fully explained.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 444
- Erscheinungstermin: 9. Dezember 2020
- Englisch
- Abmessung: 255mm x 181mm x 25mm
- Gewicht: 922g
- ISBN-13: 9780367349073
- ISBN-10: 0367349078
- Artikelnr.: 60002970
- Verlag: CRC Press
- Seitenzahl: 444
- Erscheinungstermin: 9. Dezember 2020
- Englisch
- Abmessung: 255mm x 181mm x 25mm
- Gewicht: 922g
- ISBN-13: 9780367349073
- ISBN-10: 0367349078
- Artikelnr.: 60002970
Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. Franz Lanzinger started his career in game programming in 1982 at Atari Games Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. Mr. Lanzinger co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 Mr. Lanzinger founded Actual Entertainment, publisher and developer of the Gubble video game series. Mr. Lanzinger has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. Franz Lanzinger is a professional author, game developer, accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender
Part I The Basics of Game Development Chapter 1
First Steps 3 Chapter 2
Programming C# in Unity 17 Chapter 3
2D Graphics with GIMP and Unity 41 Chapter 4
2D Graphics with Blender and Unity 55 Chapter 5
The Unity Interface 75 Chapter 6
Bouncing Donuts Prototype 2 95 Chapter 7
Sound Effects with Audacity 131 Chapter 8
Music with MuseScore 143 Chapter 9
Bouncing Donuts 1.0 153 Part II 2D Game Development from Concept to Release Chapter 10
2D Tools in Unity 161 Chapter 11
Designing a 2D Maze Game 179 Chapter 12
Building the Level 1 Maze 189 Chapter 13
Source Control 197 Chapter 14
Menus 205 Chapter 15
Animating the Player Character 225 Chapter 16
Enemies: Using Blender to Make Robot Sprites 241 Chapter 17
Making Textured Enemies with Blender 285 Chapter 18
Enemy Movement and Collisions 307 Chapter 19
Weapons and Projectiles 321 Chapter 20
Lives, Level Design, and Old School Scoring 365 Chapter 21
Sound and Music for DotGame 385 Chapter 22
Cutscenes 395 Chapter 23
Testing 399 Chapter 24
Release 403 APPENDIX I: GAME DEVELOPMENT GLOSSARY, 407 APPENDIX II: RULES FOR GAME DEVELOPERS, 415 APPENDIX III: GAME DEVELOPMENT CHECKLIST, 417 APPENDIX IV: LEGAL, 419 APPENDIX V: THE C# CODING STANDARD FOR THIS BOOK, 421
First Steps 3 Chapter 2
Programming C# in Unity 17 Chapter 3
2D Graphics with GIMP and Unity 41 Chapter 4
2D Graphics with Blender and Unity 55 Chapter 5
The Unity Interface 75 Chapter 6
Bouncing Donuts Prototype 2 95 Chapter 7
Sound Effects with Audacity 131 Chapter 8
Music with MuseScore 143 Chapter 9
Bouncing Donuts 1.0 153 Part II 2D Game Development from Concept to Release Chapter 10
2D Tools in Unity 161 Chapter 11
Designing a 2D Maze Game 179 Chapter 12
Building the Level 1 Maze 189 Chapter 13
Source Control 197 Chapter 14
Menus 205 Chapter 15
Animating the Player Character 225 Chapter 16
Enemies: Using Blender to Make Robot Sprites 241 Chapter 17
Making Textured Enemies with Blender 285 Chapter 18
Enemy Movement and Collisions 307 Chapter 19
Weapons and Projectiles 321 Chapter 20
Lives, Level Design, and Old School Scoring 365 Chapter 21
Sound and Music for DotGame 385 Chapter 22
Cutscenes 395 Chapter 23
Testing 399 Chapter 24
Release 403 APPENDIX I: GAME DEVELOPMENT GLOSSARY, 407 APPENDIX II: RULES FOR GAME DEVELOPERS, 415 APPENDIX III: GAME DEVELOPMENT CHECKLIST, 417 APPENDIX IV: LEGAL, 419 APPENDIX V: THE C# CODING STANDARD FOR THIS BOOK, 421
Part I The Basics of Game Development Chapter 1
First Steps 3 Chapter 2
Programming C# in Unity 17 Chapter 3
2D Graphics with GIMP and Unity 41 Chapter 4
2D Graphics with Blender and Unity 55 Chapter 5
The Unity Interface 75 Chapter 6
Bouncing Donuts Prototype 2 95 Chapter 7
Sound Effects with Audacity 131 Chapter 8
Music with MuseScore 143 Chapter 9
Bouncing Donuts 1.0 153 Part II 2D Game Development from Concept to Release Chapter 10
2D Tools in Unity 161 Chapter 11
Designing a 2D Maze Game 179 Chapter 12
Building the Level 1 Maze 189 Chapter 13
Source Control 197 Chapter 14
Menus 205 Chapter 15
Animating the Player Character 225 Chapter 16
Enemies: Using Blender to Make Robot Sprites 241 Chapter 17
Making Textured Enemies with Blender 285 Chapter 18
Enemy Movement and Collisions 307 Chapter 19
Weapons and Projectiles 321 Chapter 20
Lives, Level Design, and Old School Scoring 365 Chapter 21
Sound and Music for DotGame 385 Chapter 22
Cutscenes 395 Chapter 23
Testing 399 Chapter 24
Release 403 APPENDIX I: GAME DEVELOPMENT GLOSSARY, 407 APPENDIX II: RULES FOR GAME DEVELOPERS, 415 APPENDIX III: GAME DEVELOPMENT CHECKLIST, 417 APPENDIX IV: LEGAL, 419 APPENDIX V: THE C# CODING STANDARD FOR THIS BOOK, 421
First Steps 3 Chapter 2
Programming C# in Unity 17 Chapter 3
2D Graphics with GIMP and Unity 41 Chapter 4
2D Graphics with Blender and Unity 55 Chapter 5
The Unity Interface 75 Chapter 6
Bouncing Donuts Prototype 2 95 Chapter 7
Sound Effects with Audacity 131 Chapter 8
Music with MuseScore 143 Chapter 9
Bouncing Donuts 1.0 153 Part II 2D Game Development from Concept to Release Chapter 10
2D Tools in Unity 161 Chapter 11
Designing a 2D Maze Game 179 Chapter 12
Building the Level 1 Maze 189 Chapter 13
Source Control 197 Chapter 14
Menus 205 Chapter 15
Animating the Player Character 225 Chapter 16
Enemies: Using Blender to Make Robot Sprites 241 Chapter 17
Making Textured Enemies with Blender 285 Chapter 18
Enemy Movement and Collisions 307 Chapter 19
Weapons and Projectiles 321 Chapter 20
Lives, Level Design, and Old School Scoring 365 Chapter 21
Sound and Music for DotGame 385 Chapter 22
Cutscenes 395 Chapter 23
Testing 399 Chapter 24
Release 403 APPENDIX I: GAME DEVELOPMENT GLOSSARY, 407 APPENDIX II: RULES FOR GAME DEVELOPERS, 415 APPENDIX III: GAME DEVELOPMENT CHECKLIST, 417 APPENDIX IV: LEGAL, 419 APPENDIX V: THE C# CODING STANDARD FOR THIS BOOK, 421