So you want to be a game designer it seems, but where do you start learning such a diverse and complicated discipline?
How do you paint models, a texture you say? What's a texture, there's more than 1 type? What does diffuse mean?
These are questions you'll ask yourself and everyone within earshot, you won't know what a bone is and how IK affects the joints, you won't know how models are made and how to make a fence out of a flat plane and an alpha transparency map. The questions are endless and this will usually scare away people at some point, potentially ruining a rewarding career choice.
This is where this book excels. Every minor and basic question a beginner developer will have is answered here. It provides visual examples as well as listed examples of games that use the technology and methods it describes and explains. By the time you are done reading this, you will have a great foundation to start making further enquiries into the world of Game Development. This is where your career will begin in effect if you are still serious about going down this career path.
Even a few years on, I've returned to this book when I started getting into Environment Design, when I needed to find the best way to deal with texturing terrain and large open landscapes by repeating tiled textures, or using a tilesheet texture to texture an entire level. It's a very broadly examined look at Video Games, and won't actually tell you how to do things, but it gives you the information that you were ignorant of before to go off and search these terms and methods yourself which is half the battle.
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