HOW TO DRAW BEGINNING 3D GAME PART – 1 The Market For Multi-Platform Games



HOW TO DRAW BEGINNING 3D GAME PART – 1: The Market For Multi-Platform Games by Prasenjit Nath
English | 2021 | ISBN: N/A | ASIN: B094M16HMM | 190 pages | EPUB | 14 Mb
Real-time 3D games have been around for well over ten years now. We’ve played them, created assets in the style of our favorites, and maybe even "mod" ed a few of them. But until recently, the cost of licensing one of the premier game engines has ranged from several hundred thousand to several million dollars per title (!), relegating the dream of creating your own 3D game to an unattainable fantasy.


Times have changed. 3D has become affordable not only in the movie industry, as seen by the number of titles featuring CG (computer graphics), but also in the game industry where we’ve seen a shift in casual games from 2D to a 3D format. With Unity’s bold move to offer a robustly featured free version of their engine, a radical change in the pricing models of the high-end engines has rocked the industry. The cost of the engine is no longer a barrier to taking your game from a nebulous idea to a working prototype and even on to a marketable product.

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