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(a series wherein I explain to you how to be a game developer. Masterlist of episodes can be found )

this is a continuation from part 1.

First of all, we’re not gonna be keep covering unity itself, but organizing a large game project. For unity, let’s work our way in slowly to get over the complexity.

I am now going to list a file structure like last time, but for your project files. there’s a specific place you want to save the actual unity files in. this is what your main project folder might want to look like

-[your project here]

--folder: public release pictures

--folder contents: [IMPORTANT DOCUMENTS]

--folder contents: [anything you really want to put here]

--folder: text and writing information. IE in-game dialogue and lore

--folder: parts

---folder: parts/textures

---folder: parts/3D models + levels

---folder: parts/sounds

---folder: parts/scripts

---folder: parts/images + misc pictures

--folder: [UNITY BUILD]

(note, the complexity within unity is fine enough I won’t get into too much detail now, but THIS FOLDER IS WHERE YOUR ACTUAL UNITY FILES ARE SAVED, AND READ FROM)

--folder: releases

---folder contents: system-required data folder + EXE of current internal build

(note, don’t worry too much about what this statement means for now. I'll explain things in time)

---folder contents: current live version sealed into a compressed file format.

---folder contents: ditto for all past live releases.

(note, this is where you store a backup history of your game versions throughout the projects history.)

---folder contents: clean TXT file copy of your README text, detailing basic project details, proper credits and names, contact details and/or marketing links, a primer detailing release and usage rights, and a changelog of XYZ game version

(note, this TXT file gets shipped out in the versions you release. don’t fuck up writing this part, you have every reason in the world, to make sure your information is in proper order)

---folder contents: [to-do document tracking plans for upcoming versions in the future]

episode 2 is already written and made, it’s a fun one, and it even has a little videogame for you to play, I said i’d hold up on teaching you inside unity, so i’ll pace the learning here a bit.

HOMEWORK ASSIGNMENT FOR EPISODE 2

Find, download, and practice with your preferred 3D modeling program. What I'll tell you is the lesson uses blender.

(a series wherein I explain to you how to be a game developer. Masterlist of episodes can be found [here](https://poal.co/s/Unity/66184)) this is a continuation from part 1. First of all, we’re not gonna be keep covering unity itself, but organizing a large game project. For unity, let’s work our way in slowly to get over the complexity. I am now going to list a file structure like last time, but for your project files. there’s a specific place you want to save the actual unity files in. this is what your main project folder might want to look like -[your project here] --folder: public release pictures --folder contents: [IMPORTANT DOCUMENTS] --folder contents: [anything you really want to put here] --folder: text and writing information. IE in-game dialogue and lore --folder: parts ---folder: parts/textures ---folder: parts/3D models + levels ---folder: parts/sounds ---folder: parts/scripts ---folder: parts/images + misc pictures --folder: [UNITY BUILD] *(note, the complexity within unity is fine enough I won’t get into too much detail now, but THIS FOLDER IS WHERE YOUR ACTUAL UNITY FILES ARE SAVED, AND READ FROM)* --folder: releases ---folder contents: system-required data folder + EXE of current internal build *(note, don’t worry too much about what this statement means for now. I'll explain things in time)* ---folder contents: current live version sealed into a compressed file format. ---folder contents: ditto for all past live releases. *(note, this is where you store a backup history of your game versions throughout the projects history.)* ---folder contents: clean TXT file copy of your README text, detailing basic project details, proper credits and names, contact details and/or marketing links, a primer detailing release and usage rights, and a changelog of XYZ game version *(note, this TXT file gets shipped out in the versions you release. don’t fuck up writing this part, you have every reason in the world, to make sure your information is in proper order)* ---folder contents: [to-do document tracking plans for upcoming versions in the future] episode 2 is already written and made, it’s a fun one, and it even has a little videogame for you to play, I said i’d hold up on teaching you inside unity, so i’ll pace the learning here a bit. HOMEWORK ASSIGNMENT FOR EPISODE 2 *Find, download, and practice with your preferred 3D modeling program. What I'll tell you is the lesson uses blender.*

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