Indie Game Development Pipeline Volume 8: Finished Asset Integration
Pluralsight
Course Summary
In this series of tutorials, we will take our finished game assets and integrate them into our project. Software required: Unity 4.3, Photoshop CS4, Maya LT 2015.
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Course Description
In this series of tutorials, we will take our finished game assets and integrate them into our project. We'll start out by creating texture atlases from the final environment composition that was created in Volume 1. Then we'll integrate the final character and game boss that was modeled, rigged, and animated in Volumes 4, 5, 6 and 7. From here, we'll look at how to set up all of their animations to work in Unity, all the while reestablishing all of the scripts that were created in Volume 3 and 4. Software required: Unity 4.3, Photoshop CS4, Maya LT 2015.
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Course Syllabus
Introduction and Project Overview- 0m 58s
—Introduction and Project Overview 0m 58sIndie Game Development Pipeline Volume 8: Finished Asset Integration- 3h 53m
—Creating the First Texture Atlas 7m 31s
—Finishing the First Texture Atlas 5m 46s
—Creating the Final Texture Atlas 4m 27s
—Slicing the Texture Atlases 7m 5s
—Finishing the Slicing of the Texture Atlases 6m 2s
—Arranging the Finished Sprites 5m 43s
—Building the Level Colliders 7m 2s
—Importing the Character Files 6m 39s
—Creating the Ghost Knight Materials 7m 50s
—Importing the Character Animations 6m 34s
—Adding the Animations to Mecanim 8m 2s
—Adding the Run Back Animations 6m 7s
—Preparing the Jump Animation 8m 12s
—Finishing the Jump Animation 8m 0s
—Setting up the Attack Animation 7m 35s
—Finishing the Attack Animation 6m 23s
—Creating the Ghost Sword Prefab 4m 57s
—Setting up the First Phase of the Character Death 8m 15s
—Creating the Second Phase of the Character Death 5m 37s
—Scripting the Death Animation 8m 53s
—Importing the Boss Rig 7m 34s
—Setting up the Game Boss Materials 6m 48s
—Setting up the Boss Animations 7m 38s
—Setting up the Idle Animations 7m 17s
—Setting up the Attack Animations 7m 17s
—Working on the Attack Logic 5m 58s
—Updating the Attack Count 6m 51s
—Hooking up the Hit Animation 7m 1s
—Updating the Boss State 7m 1s
—Updating the Eye Trigger Position 6m 2s
—Setting up the Boss Death Animation 6m 3s
—Setting up the Blink Animation 7m 49s
—Modifying Animations 5m 10s
—Enabling and Disabling the Eye Blink Animation 7m 41s