Game Design Fundamentals with Amazon Lumberyard: Space Explorer
Game Design Fundamentals with Amazon Lumberyard Vol 1: Space Explorer
Covers the full pipeline of game development using the Amazon Lumberyard game engine. In this first textbook of the E.G.G. (Entire Game & Graphics) Lumberyard series, Professor Brian Burton and Brandon Burton show how to create a simple physics based game from design, to 3D modeling in Blender, to texturing with GIMP, and creating the game in Amazon Lumberyard, to publishing.
In this textbook you will learn how to make asteroids style game. Students will learn to design, model, texture, import, program, modify for mobile devices, and publish the game. Designed for those new to using 3D modeling, texturing, and game engines.
Approximated development time in a college course: 5 to 8 weeks
Early Release Available: August 25, 2017
Price: $9.99 available as PDF, ePub, or mobi format
Chapter 1 introduces the concepts of game design and different positions within a game development company.
Chapter 2 introduces 3D modeling using the open source software Blender. Shows how to create an asteroid that will be used in the game.
Chapter 3 introduces creating a texture for the asteroid model using the open source software GIMP.
Chapter 4 covers the creation of the spaceship in Blender.
Chapter 5 shows how to create textures for the more complex shape of the spaceship.
Chapter 6 is a short chapter covering how to export the completed model (and materials) into the fbx file format so that it can be imported into the game engine.
Chapter 7 introduces the Amazon Lumberyard game engine (also free for your use). In this chapter we introduce the tool layout and the process of importing the fbx files created in chapter 6.
Chapter 8 covers setting up lighting, the skybox, camera, creating the User Interface, and positioning the models for game play.
Chapter 9 introduces scripting for game development using Lumberyard’s Flowgraph and the Lua scripting language.
Chapter 10 shows how to have a little fun with particle effects, enabling shooting and explosions.
Chapter 11 covers publishing considerations and the process to create the final publishable game.
Finally, we have included an Appendix which covers the install process, updating lumberyard between versions, and common errors (and how to resolve them)