- Tapa blanda: 334 páginas
- Editor: Cengage Learning (11 de junio de 2014)
- Idioma: Inglés
- ISBN-10: 130507470X
- ISBN-13: 978-1305074705
- Valoración media de los clientes: Sé el primero en opinar sobre este producto
Clasificación en los más vendidos de Amazon:
nº127.943 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
- n.° 765 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Guías de videojuegos y juegos para PC
- n.° 2291 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Programación y desarrollo de software
- n.° 95697 en Libros en idiomas extranjeros > Libros en inglés
- Ver el Índice completo
Compara Precios en Amazon
+ EUR 2,99 de gastos de envío
Practical Game Development with Unity and Blender (Inglés) Tapa blanda – 11 jun 2014
|Nuevo desde||Usado desde|
Los clientes que compraron este producto también compraron
Descripción del producto
Reseña del editor
Today's game developers, particularly those working in smaller, independent studios, need to be "expert generalists"-that is, skilled in a wide range of tasks, from coding and level design to 3D modeling, animation, and more. Beyond knowing how to make great games, they also need the perspective and the experience to develop products quickly-all while working with limited resources, time, and budgets. They must take a holistic approach to the art and science of game development, with an emphasis on optimizing workflow. In PRACTICAL GAME DEVELOPMENT WITH UNITY AND BLENDER, author and developer Alan Thorn presents a unique 10-stage workflow for development success, offering advice and ideas (and plenty of practical examples) for developing games quickly and efficiently using some of today's most popular (and free!) software tools. You'll work with Unity (game engine), Blender (3D modeling and animation), and GIMP (image editor), fusing them into a single, productive workflow. Far beyond simply teaching you to operate a specific piece of software, this book guides you through the full process of game creation, with concrete instruction and tangible examples (including project and asset files, available on the book's companion website). PRACTICAL GAME DEVELOPMENT WITH UNITY AND BLENDER will help you become a more powerful developer-the kind of broadly skilled generalist who can thrive at any game studio, large or small.
Biografía del autor
Alan Thorn is a London-based game developer, freelance programmer, and author with more than 13 years of industry experience. He founded the game studio Wax Lyrical Games in 2010 and is the creator of the award-winning game Baron Wittard: Nemesis of Ragnarok. He is the author of ten video training courses and thirteen books on game development, including Practical Game Development with Unity and Blender and UDK Game Development. Alan has worked freelance on more than 500 projects, including games, simulators, kiosks, serious games, and augmented reality software for game studios, museums, and theme parks worldwide. He is currently working on an upcoming 2D-adventure game, Mega Bad Code, for desktop computers and mobile devices.
No es necesario ningún dispositivo Kindle. Descárgate una de las apps de Kindle gratuitas para comenzar a leer libros Kindle en tu smartphone, tablet u ordenador.
Obtén la app gratuita:
Detalles del producto
Si eres el vendedor de este producto, ¿te gustaría sugerir ciertos cambios a través del servicio de atención al vendedor?
Opiniones de clientes
|5 estrellas (0%)|
|4 estrellas (0%)|
|3 estrellas (0%)|
|2 estrellas (0%)|
|1 estrella (0%)|
Opiniones de clientes más útiles en Amazon.com
This book didn't really teach me anything new, and there's a lot of stuff I knew that it didn't go over. I was pretty disappointed, to be honest. I was hoping a more formal deep dive was going to really round out my knowledge. Also, a lot of the book is devoted to basic engineering concepts, which given my background wasn't very useful.
There are some things that definitely irked me about the book. Blender's efficiency is, in my opinion, driven heavily by use of keyboard shortcuts. The author does not provide details about keyboard shortcuts in hardly any of his examples, and when he does, only provides them in the Maya input variant of Blender. This is doubly irksome, not everyone uses Blender that way. I feel like a book should be a bit more comprehensive than an online tutorial, and the author should take the extra effort to include all available keyboard shortcuts for the operations used, and include the default keyboard shortcuts.
I would possibly recommend this book to a novice of both Blender and Unity, but I feel that it doesn't provide much value to anyone who isn't a complete novice. Even then, it's a fairly fluffy surface skim of concepts and will require a whole lot more legwork on the reader's behalf to get up to speed.
When I saw this book it made sense to buy it.
This book was more than just helpful.
The author touched almost every obstacle I have ever encountered
working with Unity and Blender.
He is easy to understand and I received a better understanding on many topics I was
having issues with. He also introduced new useful techniques.
This book is a must have for anyone developing games with Unity and Blender.