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Summary

Here we have looked at the key concepts, you'll need to understand and complete the exercises in this book. Due to space constraints, I cannot cover everything in depth, as 3D development is a vast area of study. With this in mind, I strongly recommend you to continue to read more on the topics discussed in this chapter, in order to supplement your study of 3D development. Each individual piece of software you encounter will have its own dedicated tutorials and resources dedicated to learning it. If you wish to learn 3D artwork to complement your work in Unity, I recommend that you familiarize yourself with your chosen package, after researching the list of tools that work with the Unity pipeline (see list in Chapter 2) and choosing which one suits you best.

Now that we've taken a brief look at 3D concepts and the processes used by Unity to create games, we'll begin using the software by creating the environment for our game.

In the following chapter, we'll get to grips with the terrain editor. With a physical height painting approach, the terrain editor is an easy to use starting point for any game with an outdoor environment. We'll use this to build an island, and in the ensuing chapters we'll add features to the island to create a minigame, in which the user must light a campfire by retrieving matches from a locked outpost. Let's get started!

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