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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 :)

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3D Games

Notas del editor

  1. 3D Model Example You can use Wacom Maya | ZBrush | Mudbox | Cinima 4D | More than 20 More
  2. Inspector: You use it to access various properties and components for objects you’ve selected in either the Hierarchy or Project views.
  3. 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
  4. 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.