Digital Tutors: Indie Game Development Pipeline Volumes 1-4 | 1.65 GB + 1.65 GB + 1.65 GB + 1.87 GBVolume 1: Visual Development
Beginner | 2h 17m | 1.65 GB | Project Files | Software used: Photoshop CC 14.2
This series is geared towards indie game developers and will take you through the entire creative pipeline to develop a boss battle level that痴 comprised of a vibrant 2D environment with 3D characters.
We値l begin this process by introducing you to the visual development stage where we値l lay the foundation of our entire project by producing concepts and ideas for the game痴 hero, boss and environment. In this phase of production, we値l discuss the importance of the creative team痴 input and collaboration to create fun and appealing game assets that all fit together in the same world. Along the way we値l be sharing with you the feedback on these concepts, in addition to how the 2D environment can be realized and managed across layers in Photoshop.
Following this training, you値l continue on through the production pipeline with a series of courses involving the development of our game.
You値l learn everything from prototyping the character痴 movement, interaction, and functionality in Unity, along with how our final concepts of the hero and boss can be modeled, sculpted and textured using Maya LT and Z-Brush. In addition, we値l see them spring to life as we learn how to rig and create stunning animations in Maya LT that will be incorporated into the final game. Finally, you値l learn how to use Unity to assemble our game痴 2D and 3D assets for a fun and magical gaming experience.
After watching this entire pipeline process, you値l have the knowledge needed to take your own indie game to the next level!
Volume 2: Character Prototyping
Intermediate | 1h 37m | 731 MB | Project Files | Software used: Unity 4.3
In this volume, we値l begin prototyping the functionality of our game character using the powerful Unity game engine. We値l begin by analyzing the character concept and set up the character game object based on our specific needs. Then we値l set up our level assets that will fit our needs based on the level sketches. Once we have our basic assets built, we値l dive into bringing our character to life through the power of scripting. We値l tackle how to make the character move, jump, double jump and attack. After scripting the character movement, we値l look at how to create a unique health system and a classic camera setup.
Volume 3: Game Boss Prototyping
Intermediate | 1h 47m | 909 MB | Project Files | Software used: Unity 4.3
In this series of tutorials, we値l go through the process of prototyping the main functionality of a game boss you might see in a 2D side-scroller.
If you started the Indie Game Development Series with Volume 1, you致e had the chance to work on your game concept art and even work on prototyping the player character. In this volume, we値l begin prototyping the functionality of our game boss using the powerful Unity game engine.
We値l begin by discussing the design of our boss battle. This will help us stay on task and identify any holes in our logic. Once we have a solid understanding of our gameplay design, we値l begin to configure the assets for the game boss and the battle environment. After that, we値l begin scripting each phase of the boss battle. We値l begin with small tasks, but before long we値l have an entire system that will become more and more powerful.
Once you致e completed this volume, you can move on to Volume 4 where we値l go through the process of modeling and texturing the main character. Then you can continue on with the subsequent volumes on modeling and texturing the game boss, rigging, animation and final game assembly. These tutorials are step-by-step using our particular concepts, but we really encourage you to have some fun and make it your own.
Volume 4: Hero Character Modeling and Texturing
Beginner | 3h 48m | 1.87 GB | Project Files | Software used: Maya LT 2015, Photoshop CS5, Mudbox 2014
In this series of tutorials, we値l go through the process of modeling and texturing the hero character for our indie game project. If you started the Indie Game Development Pipeline with Volume 1, you致e had a chance to work on your game concept art and begin creating the actual game functionality.
In this volume, we値l build the 3D geometry for our hero character, a ghostly knight, using Maya LT. We値l begin by looking at the concept art and then jump into modeling the character痴 helmet. We値l look at a variety of polygon modeling tools as well as how we can integrate NURBS into our game modeling workflow.
Once our geometry is built, we値l spend some time creating a UV layout in preparation for texturing. Then we値l use Photoshop and Mudbox to create a texture for the Ghost Knight.
Once you致e completed this volume, you can move on to Volume 5 where we値l go through the process of building up the rock monster boss for our game using Maya LT and ZBrush. Then you can continue on with subsequent volumes on rigging, animation, and final game assembly.
These tutorials are step-by-step using our particular concepts, but we really encourage you to have some fun and make it your own.
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