REAL WORLD EXAMPLES
Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development on the iOS platfrom. Creating 3D Game Art for the iPhone is not your typical step-by-step, learn to model a low-res character book without any regard to the platform the game is deployed on.
Instead, it focuses on the key principles of game design and development by covering in-depth, the iDevice hardware and how it relates to the Unity iOS game engine. The book reveals the technical relationship between the hardware and game engine as it directly relates to your content.
The book's goal is to give you the nessecary tools and techinques needed for you to create content for your game quickly
Instead, it focuses on the key principles of game design and development by covering in-depth, the iDevice hardware and how it relates to the Unity iOS game engine. The book reveals the technical relationship between the hardware and game engine as it directly relates to your content.
The book's goal is to give you the nessecary tools and techinques needed for you to create content for your game quickly
This book answers all of your questions - even if you're trying to port your web-game to iPhone or create your first game for mobile devices. Creating 3D Game Art for the iPhone is reviewed and approved by creators of Unity 3. This book is like having your own Unity direct support specialist on your bookshelf.-Oleg Pridiuk, Unity QA specialist for iPhone, Android and Wii
Learn to Create High-End Art Assets
This book was written by a 3D Artist for 3D Artists.
- Learn the concepts of modeling and texturing on the grid.
- Learn to utilize the new Beast Lightmapping Toolset found in Unity iOS.
- Covers advanced animation techiques such as Animation Layers and Blending within Unity's Animation System.
A Different Kind of Game Book
The book is completely written from a real world perspective using actual art assets from the author's personal project. Although the focus is on art assets, technial aspects are thoroughly discussed. You can't build optimized game content without knowing and understanding the limiations of the hardware and how the game engine works under the hood.
- Learn static/dynamic batching and how mesh and UV seams affect vertex count.
- Learn to profile your game using Unity's Internal Profiler in Xcode.
- Provides in-depth topics on shaders, batching, texture compression and utilizing VFP Skinning Paths.
Wes does a great job of holding the reader's hand while walking though the nitty gritty of game development for the Apple mobile devices. The barrier between art and technical knowhow is blurred enough for an artist to stay comfortable handling the technical aspects of game development. A great book for the game developer in all of us.Click here to Download torrent-Yazan Malkosh, Managing Director, 9b studios
