Game Design with Amazon Lumberyard
Game Design Fundamentals with Amazon Lumberyard: 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 3D modeling, texturing, and game engines.
Approximated development time in a college course: 5 to 8 weeks
Price: $24.99 available as PDF, ePub, or mobi format
Early Release available for $14.99 (PDF only)!!
Current Version: 0.98.16 (Nov, 2018)
Appropriate for use at the high school or college level. Also great for indie developers, or those who just want to learn about game development with Lumberyard!
EARLY RELEASE: Provides an early version of the eBook for those who would like to get a quick start! Current Early Release is chapters 1- 10 + Appendix. You will receive updates at no additional cost. Based on Lumberyard V.1.16
You can update your copy at any time by going to Get Book Updates Here
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 covers 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, camera, adding physics, and positioning the models for game play.
Chapter 9 introduces Lua scripting and Script Canvas for ship movement.
Chapter 10 adds particle effects, shooting, and collision handling.
Chapter 11 pulls it all together by adding the User Interface.
Chapter 12 shows how to create audio triggers and background music using AudioKinetic Wwise.
Chapter 13 covers publishing considerations and the process to create the final publishable game.
Finally, we have included an Appendix which covers the install process and common errors (including how to resolve them).