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tags: 3d-lab
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# designLab 20221202 notes
* game engines: what are they? why are they interesting?
* if you had an assignment based on video games, what would you want that to look like?
* two groups
* building your own game from scratch
* modifying a template
## part 1: what is a game engine?
* DCC: digital content creation,
* can be
* 2D
* or 3D
* or audio
* we put these things into environments where you can build a world and interact with these things
* game engines are the space where you build that world and put all of these things together
* unity is a game engine
* what can unity be used for?
* virtual galleries and museums
* VR environments for exploration
* character going through a world and taking on different challenges and obstacles
* unity has the most export options
* is the industry standard, along with Unreal
* what would an assignment look like in a video games course? what would you want to do?
* make up a new sport in a virtual world
* a world in which our dominant identity categories are absent
* immersive worlds with elaborate landscapes
* game about immunology and how pathogens are attacked (a learning game)
* lighting design modeling (for a lighting design course where students are tasked with creating lighting for a set)
* synth for a game - modeling video game sounds and tapping into compression, etc.
* unity basics
* hierarchy: this is where you click on objects to edit, move them (cannot click them in the scene!)
* transform tool bar: tools that allow you to manipulate individual objects
* view: lets you pan across the scene
* move: lets you move an object along axes
* rotate: rotate along an axis
* scale: change object size
* rect tool: editing the rectangle that goes around the object (so does all of the above at once)
* transform tool
* scene: shows you what's going on
* game
* inspector
* GameObject menu: where you can add objects to your scene
* arrow keys: another way to navigate the scene
* gizmo in top right of the scene: yet another way to navigate the view of the scene!
* inspector panel: where you can add, edit, change things
* position (can type in different coordinates)
* this is also where you add in physics (requires coding or a physics package online!)
* project folders
* assets: all of the things you can import into a scene
* drag and drop them into your hierarchy and they'll appear in your scene!
* console: will show you errors in your code
* game view: you will enter into what your game currently looks like
* do NOT make changes while you're playing your game! it will not save!!!
* unity asset store: where you can download assets for your game (google it!)
## part 2a: carly
## part 2b: chris
* working with templates
* changing the surface level of a game so that the game acts differently and you learn something from this
* let's change multiple components that give a video game its mood or vibe
* music
* color
* can change the color of different objects
* skybox: changes the color of the rest of the world/the "sky"
* textures
* metallic
* roughness/smoothness
* camera: can change it so it's tighter/right behind your camera
* vertical FOV: the lower the number, the more the POV will be over the shoulder of you're character
* character
* change speed of character
* can add audio clips to change the sounds the character makes when they do different things when you hit particular buttons/do particular actions
* you can search for things in the project folder tab by just typing into the search bar
* player minifig
* can apply a music/sound to the character this way
* select it in the hierarchy
* find your music in the asset folder
## part 3: debrief
* you learn a lot about physics!
* lots of troubleshooting!
* it takes a long time to make a video game
* importance of using existing assets!
* built in tutorials in unity are useful