A few years ago I tried to make a game using Unity. I wasn’t successful because I didn’t know the interface or the program. But know I’m determined to increase my skill in Unity. I have access and more knowledge into the program after following some tutorials and researching. Knowing how to use Unity is very important, because many companies use Unity to create their games. To be able to make a functional game, I need to know the interface inside and out.
And to do that I went to the Unity site to find specific information about the interface. There are multiple components that make up the interface, which include the toolbar, multiple windows, and the scene view. The toolbar had tools to let you change the scene view, control the animation, manage layers visibility, edit menu, and access your Unity account. The one difference between the toolbar and the windows is that you can’t move the toolbar like you can the windows. There are three different windows: inspector, hierarchy, and project. The project window shows you the assets that you have available and or imported for your project. The hierarchy window lists all the objects currently in the scene. It also shows how objects are related to each other, specifically if its a “child” or “parent” of each other. The last window is the inspector window, which lets you edit and view the object that is currently selected. You are able to see the different properties. Since not every object is the same, the inspector window may look different depending on the object. The scene view is the last part of the interface. The scene view lets you both edit and move around your scene. Depending on the project, the view will be either 2D or 3D. As you can see, Unity makes it interface very simple and easy to navigate. After learning this information, I will be able to increase my skill using Unity in a more efficient way. Unity:
Technologies, Unity. “Learning the Interface.” Unity - Manual: Learning the Interface, docs.unity3d.com/Manual/LearningtheInterface.html. “Unity.” Unity, unity3d.com/.
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So recently we have been talking about what classes we want to take next year and specifically AGAD or the 3D modeling course. I wanted to take AGAD, or advanced game design. I believe that AGAD will help me more right now than a year of 3d modeling. They both have important skills to learn, but if I want to pursue a career in game design that I need to continue to build my skills. I know that I'm good at 3D modeling, coding, but not drawing or animating. But to be a game designer you need to know how.
I looked for articles on how to be a game designer and found one on gamedesigning. According to the article there are six steps to follow. The first step is to get familiar with game design and the second is to get an education. Then you can follow steps three and four, which are build a portfolio and get through the hiring process. The hiring process is basically just interviews and screenings. The last two steps are applying for jobs and passing the interviews. But before you can follow those steps you have to make sure you know the different between game deveolpment and game design. Development refers to the programming and the animation, while design refers to the mechanics, storylines, and or concepts. The game designers and developers work hand in hand to make game. As a game designer you need to talk about bad design and know how to fix them, while also talking about good design and being able to figure out why they did what they did to the game. You have to know why that level was bad or why that plot was good. How to Become a Game Designer:
Works Cited “How to Become a Video Game Designer in 6 Steps | The Ultimate Guide.” The Ultimate Resource for Video Game Design, www.gamedesigning.org/become-a-game-designer/. We have finally stopped the 3d modeling animation unit. I didn’t finish all the assignments because I was very behind. I have a screenshot from one of mine on my selected works page, so that you can see what a finished animation looks like. Now that we’re done with 3d modeling, we are doing something different. We are finally coding!!!!! I love coding even though it can be frustrating. Coding requires patience and precision. I feel that coding is very important for a future game designer or any person interested in a digital field like web design. Our “project” for this unit is following a bunch of tutorials. We aren’t doing C++, but instead C#. Most game designing programs use C# or some other kind of script for its programming. C# is very common, so it is very important to understand and learn the language. So to help better my understanding of C#, I researched more about it.
I browsed the internet for more information and found an article on Microsoft about C# called “A Tour of C#”. The article tells you about many aspects of the language and even has subpages on some of the aspects. According to the article, C# has a unified type system which allows it to support different types. It supports value types and reference types. The types share mutual operators. I clicked on the subpage for types, because I had just finished an assignment on type and don’t fully understand how to use it. Within the value and reference types there are subcategories. Value types are sorted into four categories: simple, enum, struct, and nullable value types. Examples of simple types are float, double, and bool. Reference types also have four subcategories: class, array, interface, and delegate. Examples of class types are strings and arrays. Info about C# and Types:
Works Cited BillWagner. “C# Types and Variables - A Tour of the C# Language.” C# Types and Variables - A Tour of the C# Language | Microsoft Docs, docs.microsoft.com/en-us/dotnet/csharp/tour-of-csharp/types-and-variables. BillWagner. “A Tour of C# - C# Guide.” A Tour of C# - C# Guide | Microsoft Docs, docs.microsoft.com/en-us/dotnet/csharp/tour-of-csharp/index. As you may or may not know, I have finally finished my rigging assignment. I had been stuck on it for about two weeks, but now I’m having trouble on the next assignment, animating. The kind of animations we are making is different then how we did them last year. Last year we used just the auto keys animation tools, but this year we are using the MassFX tools. The MassFX tools include rigid bodies. I’m in the process of learning how to use rigid bodies, so I went to the 3DS Max website to learn more about rigid bodies.
According to the Rigid Body Overview article, a rigid body is an object that doesn't change its size or shape. I learned that constraints are used for joined rigid bodies. There are three types of rigid bodies: dynamic, static, and kinematic. The default rigid body is kinematic, but it can be changed at any time. Kinematic rigid bodies are objects that are moved by the animation. They can’t move objects, but can be moved. They don’t support concave physical shapes. Dynamic rigid bodies can touch and move other objects, while also be moved by those objects. Like kinematic rigid bodies, they can’t use concave physical shapes, but they can simulate concavity. Static rigid bodies aren’t used to animate because they aren’t animatable. I learned that static rigid bodies are better for optimization and are the only one of the three bodies that can actually use a concave physical shape. Things about Rigid Bodies:
“Rigid Body Overview.” Autodesk Support & Learning, knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-E8ED96F1-1F64-4EE3-944C-586B70CE0C54-htm.html. “3ds Max | 3D Modeling, Animation & Rendering Software | Autodesk.” Autodesk 2D and 3D Design and Engineering Software, www.autodesk.com/products/3ds-max/overview. |
AuthorI'm a student at Durham School of the Arts, and currently in the Game Art Design pathway. I like playing the Sims 4, playing with dogs, and riding horses. This blog will reflect my learning and discoveries. Archives
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