Author: Brenda Vale
Publisher: Routledge
ISBN: 1000553701
Category : Architecture
Languages : en
Pages : 205
Book Description
Originally published in 1995, this book unravels the history of the ‘temporary bungalow’ and shows that perhaps it was more a question of providing a new peace-time product for factories than a means of providing accommodation for the homeless. Built in a period of housing history which remains fascinating for architects and planners and admired by some of their first occupants but berated by others, those prefabs remaining today are subject to preservation orders but also perhaps offer a solution to the ongoing housing crisis in the UK. The book includes chapters on the development of the prefab house in the UK; comparisons with temporary housing programmes in the USA, Sweden and Germany; political and economic considerations to the UK Temporary Housing Programme and a discussion of the design of the Arcon, Uni-Seco, Tarran and Aluminium Temporary Bungalows.
Prefabs
Author: Brenda Vale
Publisher: Routledge
ISBN: 1000553701
Category : Architecture
Languages : en
Pages : 205
Book Description
Originally published in 1995, this book unravels the history of the ‘temporary bungalow’ and shows that perhaps it was more a question of providing a new peace-time product for factories than a means of providing accommodation for the homeless. Built in a period of housing history which remains fascinating for architects and planners and admired by some of their first occupants but berated by others, those prefabs remaining today are subject to preservation orders but also perhaps offer a solution to the ongoing housing crisis in the UK. The book includes chapters on the development of the prefab house in the UK; comparisons with temporary housing programmes in the USA, Sweden and Germany; political and economic considerations to the UK Temporary Housing Programme and a discussion of the design of the Arcon, Uni-Seco, Tarran and Aluminium Temporary Bungalows.
Publisher: Routledge
ISBN: 1000553701
Category : Architecture
Languages : en
Pages : 205
Book Description
Originally published in 1995, this book unravels the history of the ‘temporary bungalow’ and shows that perhaps it was more a question of providing a new peace-time product for factories than a means of providing accommodation for the homeless. Built in a period of housing history which remains fascinating for architects and planners and admired by some of their first occupants but berated by others, those prefabs remaining today are subject to preservation orders but also perhaps offer a solution to the ongoing housing crisis in the UK. The book includes chapters on the development of the prefab house in the UK; comparisons with temporary housing programmes in the USA, Sweden and Germany; political and economic considerations to the UK Temporary Housing Programme and a discussion of the design of the Arcon, Uni-Seco, Tarran and Aluminium Temporary Bungalows.
Prefab Modern
Author: Jill Herbers
Publisher: Harper Collins
ISBN: 0060859644
Category : House & Home
Languages : en
Pages : 164
Book Description
For many, the idea of prefab housing may bring to mind trailers and other less desirable images of home life. But this idea couldn't be more wrong! Rather, the newest trends in prefab has emerged as a great way for a design- (and cost-) conscious generation to achieve the dream of home ownership. Today, prefab houses are manufactured to the highest standards of construction and aesthetics. And with the internet, these houses can be ordered from all over the world--affording people everywhere the opportunity to acquire an affordable home of distinction. Prefab Modern explores the best prefabricated houses on the market today, from all over the world along with a resource directory on how you can purchase them. Included are case studies from all over the US and around the world, from top architects and designers. Projects featured include: The Ikea "Blokok House" Michael Graves "Target House" Steven Holl's "Turbulence House" in New Mexico David Hertz's Venice, CA "Concrete House" "SUSI" and "Fred Houses" from Kaufmann, KFN Architects (Australia) Jennifer Siegal's "Office of Mobile Design" and "Seaview House" and many more! Prefab is the inevitable next step to "cool" housing as the market looks for reasonably priced housing for first and second homes. Prefab Modern is the perfect guide to this undeniable and fascinating trend.
Publisher: Harper Collins
ISBN: 0060859644
Category : House & Home
Languages : en
Pages : 164
Book Description
For many, the idea of prefab housing may bring to mind trailers and other less desirable images of home life. But this idea couldn't be more wrong! Rather, the newest trends in prefab has emerged as a great way for a design- (and cost-) conscious generation to achieve the dream of home ownership. Today, prefab houses are manufactured to the highest standards of construction and aesthetics. And with the internet, these houses can be ordered from all over the world--affording people everywhere the opportunity to acquire an affordable home of distinction. Prefab Modern explores the best prefabricated houses on the market today, from all over the world along with a resource directory on how you can purchase them. Included are case studies from all over the US and around the world, from top architects and designers. Projects featured include: The Ikea "Blokok House" Michael Graves "Target House" Steven Holl's "Turbulence House" in New Mexico David Hertz's Venice, CA "Concrete House" "SUSI" and "Fred Houses" from Kaufmann, KFN Architects (Australia) Jennifer Siegal's "Office of Mobile Design" and "Seaview House" and many more! Prefab is the inevitable next step to "cool" housing as the market looks for reasonably priced housing for first and second homes. Prefab Modern is the perfect guide to this undeniable and fascinating trend.
Prefab Homes
Author: Elisabeth Blanchet
Publisher: Bloomsbury Publishing
ISBN: 178442028X
Category : Architecture
Languages : en
Pages : 93
Book Description
At the end of the Second World War Winston Churchill promised to manufacture half a million prefabricated bungalows to ease the housing shortage; in the end more than 156,000 temporary 'prefabs' were delivered. Nicknamed 'Palaces for the People', and with convenient kitchens, bathrooms and heating systems, they proved popular and instead of being demolished as intended they were defended by residents who campaigned to keep their family homes and communities. Nearly seventy years later, as the last of these two bedroom homes are being demolished, Elisabeth Blanchet tells the story of these popular dwellings and their gardens and shows the various designs that were produced. Through the stories and memories of residents, she also reveals the communities who were pleased to live in the prefabs.
Publisher: Bloomsbury Publishing
ISBN: 178442028X
Category : Architecture
Languages : en
Pages : 93
Book Description
At the end of the Second World War Winston Churchill promised to manufacture half a million prefabricated bungalows to ease the housing shortage; in the end more than 156,000 temporary 'prefabs' were delivered. Nicknamed 'Palaces for the People', and with convenient kitchens, bathrooms and heating systems, they proved popular and instead of being demolished as intended they were defended by residents who campaigned to keep their family homes and communities. Nearly seventy years later, as the last of these two bedroom homes are being demolished, Elisabeth Blanchet tells the story of these popular dwellings and their gardens and shows the various designs that were produced. Through the stories and memories of residents, she also reveals the communities who were pleased to live in the prefabs.
Create Computer Games
Author: Patrick McCabe
Publisher: John Wiley & Sons
ISBN: 1119404223
Category : Juvenile Nonfiction
Languages : en
Pages : 258
Book Description
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
Publisher: John Wiley & Sons
ISBN: 1119404223
Category : Juvenile Nonfiction
Languages : en
Pages : 258
Book Description
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
Prefabs
Author: Elisabeth Blanchet
Publisher:
ISBN: 9781848023512
Category : Architecture
Languages : en
Pages : 0
Book Description
As slums were cleared all across England after the Blitz in World War II, the need for housing became pressing, and prefabrication was quickly embraced as a temporary solution. The resulting bungalows with slightly pitched roofs, pretty gardens, and all modern conveniences became home to hundreds of thousands of people around the country, including many who had not previously had the luxury of hot running water or a fridge. These squat little homes were meant to last just a decade--a mere stopgap as the country got back on its feet--but many of the prefabs are still standing today, with residents often fighting to hold on to them. Responding to growing public interest in these fast disappearing houses and the communities they fostered, this book recounts residents' first-hand experiences--from the first time they laid eyes on these "little castles" to their attempts to hold onto them beyond their designated short-term time frame. Authors consider the relative success of postwar prefab housing in the wider context of British social housing and examine clever solutions being put forward to solve the housing crisis today. Fewer and fewer prefabs remain, but you can still spot them here and there across the English landscape, sitting cozily among their big brick-built neighbors, a lesson in thoughtful design and community-building.
Publisher:
ISBN: 9781848023512
Category : Architecture
Languages : en
Pages : 0
Book Description
As slums were cleared all across England after the Blitz in World War II, the need for housing became pressing, and prefabrication was quickly embraced as a temporary solution. The resulting bungalows with slightly pitched roofs, pretty gardens, and all modern conveniences became home to hundreds of thousands of people around the country, including many who had not previously had the luxury of hot running water or a fridge. These squat little homes were meant to last just a decade--a mere stopgap as the country got back on its feet--but many of the prefabs are still standing today, with residents often fighting to hold on to them. Responding to growing public interest in these fast disappearing houses and the communities they fostered, this book recounts residents' first-hand experiences--from the first time they laid eyes on these "little castles" to their attempts to hold onto them beyond their designated short-term time frame. Authors consider the relative success of postwar prefab housing in the wider context of British social housing and examine clever solutions being put forward to solve the housing crisis today. Fewer and fewer prefabs remain, but you can still spot them here and there across the English landscape, sitting cozily among their big brick-built neighbors, a lesson in thoughtful design and community-building.
Mastering Android Game Development with Unity
Author: Siddharth Shekar
Publisher: Packt Publishing Ltd
ISBN: 1785282948
Category : Computers
Languages : en
Pages : 346
Book Description
Create enthralling Android games with Unity Faster Than Ever Before About This Book Develop complex Android games with the help of Unity's advanced features such as artificial intelligence, high-end physics, and GUI transformations. Create amazing Graphical User Interfaces (GUIs) with Unity's new uGUI system Unravel and deploy exciting games across Android devices Who This Book Is For If you are a Unity 5 developer and want to expand your knowledge of Unity 5 to create high-end complex Android games, then this book is for you. Readers are expected to have a basic understanding of Unity 5, working with its environment, and its basic concepts. What You Will Learn Develop your own Jetpack Joyride clone game Explore the advanced features of Unity 5 by building your own Action Fighting game Develop remarkable Graphical User Interfaces (GUIs) with Unity's new uGUI system Enhance your game by adding stunning particle systems and complex animations Build pleasing virtual worlds with special effects, lights, sky cube maps, and cameras Make your game more realistic by providing music and sound effects Debug and deploy your games on different Android devices In Detail Game engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the Web, desktop, mobile, and console. With Unity's intuitive, easy-to-learn toolset and this book, it's never been easier to become a game developer. You will begin with the basic concepts of Android game development, a brief history of Android games, the building blocks of Android games in Unity 5, and the basic flow of games. You will configure an empty project for the Jetpack Joyride Clone Game, add an environment and characters, and control them. Next you will walk through topics such as particle systems, camera management, prefabs, animations, triggers, colliders, and basic GUI systems. You will then cover the basic setup for 3D action fighting games, importing models, textures and controlling them with a virtual on-screen joystick. Later you will set up Scene for 3D Configuration, create basic gameplays, and manage input controls. Next you will learn to create the interface for the main menu, gameplay, game over, achievements, and high score screens. Finally you will polish your game with stats, sounds, and Social Networking, followed by testing the game on Android devices and then publishing it on Google Play, Amazon, and OUYA Stores. Style and approach A step-by-step and detailed guide to developing high-end complex Android games utilizing the advanced concepts of Unity.
Publisher: Packt Publishing Ltd
ISBN: 1785282948
Category : Computers
Languages : en
Pages : 346
Book Description
Create enthralling Android games with Unity Faster Than Ever Before About This Book Develop complex Android games with the help of Unity's advanced features such as artificial intelligence, high-end physics, and GUI transformations. Create amazing Graphical User Interfaces (GUIs) with Unity's new uGUI system Unravel and deploy exciting games across Android devices Who This Book Is For If you are a Unity 5 developer and want to expand your knowledge of Unity 5 to create high-end complex Android games, then this book is for you. Readers are expected to have a basic understanding of Unity 5, working with its environment, and its basic concepts. What You Will Learn Develop your own Jetpack Joyride clone game Explore the advanced features of Unity 5 by building your own Action Fighting game Develop remarkable Graphical User Interfaces (GUIs) with Unity's new uGUI system Enhance your game by adding stunning particle systems and complex animations Build pleasing virtual worlds with special effects, lights, sky cube maps, and cameras Make your game more realistic by providing music and sound effects Debug and deploy your games on different Android devices In Detail Game engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the Web, desktop, mobile, and console. With Unity's intuitive, easy-to-learn toolset and this book, it's never been easier to become a game developer. You will begin with the basic concepts of Android game development, a brief history of Android games, the building blocks of Android games in Unity 5, and the basic flow of games. You will configure an empty project for the Jetpack Joyride Clone Game, add an environment and characters, and control them. Next you will walk through topics such as particle systems, camera management, prefabs, animations, triggers, colliders, and basic GUI systems. You will then cover the basic setup for 3D action fighting games, importing models, textures and controlling them with a virtual on-screen joystick. Later you will set up Scene for 3D Configuration, create basic gameplays, and manage input controls. Next you will learn to create the interface for the main menu, gameplay, game over, achievements, and high score screens. Finally you will polish your game with stats, sounds, and Social Networking, followed by testing the game on Android devices and then publishing it on Google Play, Amazon, and OUYA Stores. Style and approach A step-by-step and detailed guide to developing high-end complex Android games utilizing the advanced concepts of Unity.
Head First C#
Author: Andrew Stellman
Publisher: O'Reilly Media
ISBN: 1491976675
Category : Computers
Languages : en
Pages : 789
Book Description
What will you learn from this book? Dive into C# and create apps, user interfaces, games, and more using this fun and highly visual introduction to C#, .NET Core, and Visual Studio. With this completely updated guide, which covers C# 8.0 and Visual Studio 2019, beginning programmers like you will build a fully functional game in the opening chapter. Then you'll learn how to use classes and object-oriented programming, create 3D games in Unity, and query data with LINQ. And you'll do it all by solving puzzles, doing hands-on exercises, and building real-world applications. By the time you're done, you'll be a solid C# programmer--and you'll have a great time along the way! What's so special about this book? Based on the latest research in cognitive science and learning theory, Head First C# uses a visually rich format to engage your mind rather than a text-heavy approach that puts you to sleep. Why waste your time struggling with new concepts? This multisensory learning experience is designed for the way your brain really works.
Publisher: O'Reilly Media
ISBN: 1491976675
Category : Computers
Languages : en
Pages : 789
Book Description
What will you learn from this book? Dive into C# and create apps, user interfaces, games, and more using this fun and highly visual introduction to C#, .NET Core, and Visual Studio. With this completely updated guide, which covers C# 8.0 and Visual Studio 2019, beginning programmers like you will build a fully functional game in the opening chapter. Then you'll learn how to use classes and object-oriented programming, create 3D games in Unity, and query data with LINQ. And you'll do it all by solving puzzles, doing hands-on exercises, and building real-world applications. By the time you're done, you'll be a solid C# programmer--and you'll have a great time along the way! What's so special about this book? Based on the latest research in cognitive science and learning theory, Head First C# uses a visually rich format to engage your mind rather than a text-heavy approach that puts you to sleep. Why waste your time struggling with new concepts? This multisensory learning experience is designed for the way your brain really works.
Learn to Code with Games
Author: John M. Quick
Publisher: CRC Press
ISBN: 1040173489
Category : Computers
Languages : en
Pages : 244
Book Description
A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge.The book employs a unique pro
Publisher: CRC Press
ISBN: 1040173489
Category : Computers
Languages : en
Pages : 244
Book Description
A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge.The book employs a unique pro
XR Development with Unity
Author: Anna Braun
Publisher: Packt Publishing Ltd
ISBN: 1805120042
Category : Computers
Languages : en
Pages : 284
Book Description
Create VR, AR, and MR experiences with the help of step-by-step tutorials on VR and AR simulators, interactivity, sound and visual effects, along with advanced XR techniques such as multiplayer integration Key Features Create impressive XR projects without the need to own expensive VR headsets Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation Bring your XR projects to life with step-by-step explanations along with practical examples Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionThe drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way. This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities. By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.What you will learn Get started with Unity by building your own 3D project Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC Find out how to deploy XR projects on different platforms Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting Create a fully immersive VR drum scene by using Unity's audio and particle systems Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps Who this book is for This book is for students, developers, researchers, and professionals with a background in computer science. Business analysts, PMs, and other management professionals and executives will also benefit from this book. If you have basic knowledge of programming and are looking to gain expertise in creating virtual reality and augmented reality applications in Unity, then this book is for you. While having experience as a VR game player with basic programming knowledge can enhance your understanding of the content, it is not a prerequisite.
Publisher: Packt Publishing Ltd
ISBN: 1805120042
Category : Computers
Languages : en
Pages : 284
Book Description
Create VR, AR, and MR experiences with the help of step-by-step tutorials on VR and AR simulators, interactivity, sound and visual effects, along with advanced XR techniques such as multiplayer integration Key Features Create impressive XR projects without the need to own expensive VR headsets Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation Bring your XR projects to life with step-by-step explanations along with practical examples Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionThe drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way. This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities. By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.What you will learn Get started with Unity by building your own 3D project Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC Find out how to deploy XR projects on different platforms Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting Create a fully immersive VR drum scene by using Unity's audio and particle systems Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps Who this book is for This book is for students, developers, researchers, and professionals with a background in computer science. Business analysts, PMs, and other management professionals and executives will also benefit from this book. If you have basic knowledge of programming and are looking to gain expertise in creating virtual reality and augmented reality applications in Unity, then this book is for you. While having experience as a VR game player with basic programming knowledge can enhance your understanding of the content, it is not a prerequisite.
Building an FPS Game with Unity
Author: John P. Doran
Publisher: Packt Publishing Ltd
ISBN: 1785284436
Category : Computers
Languages : en
Pages : 326
Book Description
Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks About This Book Learn how to use Unity in conjunction with UFPS and ProBuilder to create a high-quality game quickly Create both interior and exterior environments A step-by step guide to building a project with clear examples and instructions to create a number of interesting scenarios Who This Book Is For This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace. What You Will Learn Use UFPS to build custom weapons with custom meshes and behaviors Explore level design as you prototype levels, making use of Prototype to build levels out quickly Build environments that are realistic as possible while keeping peak performance and repetitiveness down Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI Discover how to create unique objects such as exploding barrels and objects you can interact with Create a custom GUI to help your game stand out from the crowd Package your game for release, create an installer, and get your game out into the world In Detail Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package. Style and approach An easy-to-follow guide with each project containing step-by-step explanations, diagrams, screenshots, and downloadable material. Concepts in Unity and C# are explained as they are used and for the more inquisitive, there are more details on the concepts used with additional external resources to learn from.
Publisher: Packt Publishing Ltd
ISBN: 1785284436
Category : Computers
Languages : en
Pages : 326
Book Description
Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks About This Book Learn how to use Unity in conjunction with UFPS and ProBuilder to create a high-quality game quickly Create both interior and exterior environments A step-by step guide to building a project with clear examples and instructions to create a number of interesting scenarios Who This Book Is For This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace. What You Will Learn Use UFPS to build custom weapons with custom meshes and behaviors Explore level design as you prototype levels, making use of Prototype to build levels out quickly Build environments that are realistic as possible while keeping peak performance and repetitiveness down Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI Discover how to create unique objects such as exploding barrels and objects you can interact with Create a custom GUI to help your game stand out from the crowd Package your game for release, create an installer, and get your game out into the world In Detail Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package. Style and approach An easy-to-follow guide with each project containing step-by-step explanations, diagrams, screenshots, and downloadable material. Concepts in Unity and C# are explained as they are used and for the more inquisitive, there are more details on the concepts used with additional external resources to learn from.