Master Procedural Maze & Dungeon Generation
Master Procedural Maze & Dungeon Generation, available at $79.99, has an average rating of 4.8, with 115 lectures, based on 380 reviews, and has 6113 subscribers.
You will learn about How to create modular models in blender that can snap together in Unity to form mazes and dungeons. A variety of maze creation algorithms from simple random crawlers to mathematically perfect mazes. How the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code. This course is ideal for individuals who are Intermediate level students and game developers who want to extend their skill base into working with both art and code to create unique game worlds. It is particularly useful for Intermediate level students and game developers who want to extend their skill base into working with both art and code to create unique game worlds.
Enroll now: Master Procedural Maze & Dungeon Generation
Summary
Title: Master Procedural Maze & Dungeon Generation
Price: $79.99
Average Rating: 4.8
Number of Lectures: 115
Number of Published Lectures: 114
Number of Curriculum Items: 115
Number of Published Curriculum Objects: 114
Original Price: $49.99
Quality Status: approved
Status: Live
What You Will Learn
- How to create modular models in blender that can snap together in Unity to form mazes and dungeons.
- A variety of maze creation algorithms from simple random crawlers to mathematically perfect mazes.
- How the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code.
Who Should Attend
- Intermediate level students and game developers who want to extend their skill base into working with both art and code to create unique game worlds.
Target Audiences
- Intermediate level students and game developers who want to extend their skill base into working with both art and code to create unique game worlds.
Procedural generation in game development lends itself to the algorithmic generation of unique computer-created environments and gameplay experiences. The power is in its ability to automatically develop game content on the fly, reducing the amount of work required by the game designer. However, a lot of preparation by the programmers and artists is necessary for such a strategy to be implemented. A thorough understanding of the role that both sides of the game development coin (of technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge, to bring you a holistic learning experience in which you will find content and invaluable mastery.
This course uses Unity 2020.1 and Blender 2.9and is Windows and Mac compatible.
Mike willstart by teaching you how to model six separate modular meshes that can be put together perfectly to generate an entire maze. He will take you from there into building pieces for a dungeon, where each module is created with a smaller subset of models that can be mixed and matched to speed up your design workflow and production of game assets. You’ll create a set of sewer pieces with pipework that snaps together to build a maze and later create the brickwork-textured elements to define a dungeon. Each model will be readied for use in Unity once completed.
Penny willlead you through numerous exercises in the Unity game engine that examine the logic that will snap modular model pieces together using the magic of geometry and mathematics to form an infinite array of maze and dungeon possibilities, worthy of any avid 3D game player. She will take the pieces you create with Mike in Blender and work through a variety of maze generation algorithms to show you the possibilities, from very random environments to perfect mazes that traverse an entire map. She will also work with you to create dungeons with a variety of rooms and interconnecting corridors before exploring multilevel maps, using the A* algorithm for pathfinding and selecting traversable subsets of a complete maze or dungeon.
By the end of this course, you will have a multidisciplinary toolkit of skills that will give you the advantage over others who are “just programmers” or “just artists”. Understanding game development that tightly integrates both design and logic from this standpoint is critical to making you a valuable commodity in the job market or preparing you for running an indie operation.
What others are saying about Penny’s courses:
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I do like Penny de Byl’s courses and way of teaching, they are much more specific than your average “master Unity” kind of courses and usually, you don’t learn just the engine but also how things work behind the scenes. She’s really amazing!
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I’ve been coding for about 3 years and since purchasing Penny’s “Animation”, and “Procedural Terrain” courses, the excitement and fun have returned once again to my programming.
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Penny and her team know their stuff and are just amazing in explaining everything, breaking it down. Most importantly she challenges you to do stuff on your own rather than just “spoon-feeding” you everything. Then she comes back and shows you one way of doing it. Just an amazing course!!!
What others are saying about Mike’s courses:
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I’ve used Blender for a number of years, but I’m a total novice next to Mikey and I’ve learned so very much from him here!
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Mikey is an amazing teacher, I can’t praise this course highly enough. Worth every penny.
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Mikey is a talented, thorough, and clear instructor, and he knows how to make the student think ‘for themselves’, which is such a great experience.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction by Penny
Lecture 2: Introduction by Mike
Lecture 3: Need a Blender or Unity Refresher?
Lecture 4: Join the H3D Student Community
Lecture 5: Contacting H3D
Lecture 6: FAQs
Chapter 2: Generating a Basic Maze
Lecture 1: Defining a Modular Maze
Lecture 2: Defining Walls and Corridors
Lecture 3: The Drunken Crawl
Lecture 4: Crawling Challenges
Lecture 5: Placing a Border Wall
Lecture 6: Exploring the Maze as a First Person Character
Chapter 3: Exploring Maze Algorithms
Lecture 1: Counting Neighbours
Lecture 2: Randomised Prims Algorithm
Lecture 3: Wilson's Maze Generator Part 1
Lecture 4: Wilson's Maze Generator Part 2
Lecture 5: Wilson's Maze Generator Part 3
Lecture 6: Wilson's Maze Generator Part 4
Lecture 7: Recursive Depth First Search Maze Part 1
Lecture 8: Recursive Depth First Search Maze Part 2
Chapter 4: Creating Modular Maze Pieces in Blender
Lecture 1: Introduction To The Maze Section
Lecture 2: What Is Modular Anyway?
Lecture 3: Planning Your Pieces – On Paper
Lecture 4: Setting Up Blender And Add-Ons
Lecture 5: Origins and Auto Mirror
Lecture 6: Watching For Incorrect Normals
Lecture 7: Mid-Section Challenge
Lecture 8: Export and Test in Unity
Lecture 9: Scripting To Speed Up Export
Lecture 10: Reference Material
Lecture 11: Level Of Detail Overview
Lecture 12: Medium Detail – Watch Your Time
Lecture 13: Fixing Shading And Adding Materials
Lecture 14: Managing Material Imports
Lecture 15: Basic Pipeline Overview
Lecture 16: Adding More Details
Lecture 17: Making A Light
Lecture 18: The Maze Section Wrap Up
Chapter 5: Programmatically Building a Maze with Modular Assets
Lecture 1: Preparing Models for Placement
Lecture 2: Placing a Piece with Code
Lecture 3: Wildcard Piece Placement Patterns
Lecture 4: Patterns and Placement for All Pieces
Lecture 5: Starting Positions for the Player Character
Chapter 6: Creating Dungeon Pieces In Blender
Lecture 1: Introduction To The Dungeon Section
Lecture 2: Material Overview
Lecture 3: Texture Type Overview
Lecture 4: Lighting Your Scene With An HDRI
Lecture 5: Importing An Image As A Plane
Lecture 6: Exporting With Textures
Lecture 7: Blocking Out Your Pieces
Lecture 8: Fixing Issues Now Not Later
Lecture 9: Testing Our Test Pieces
Lecture 10: Making The Pillar
Lecture 11: Adding Wall Detail
Lecture 12: Adding Detail To The Other Pieces
Lecture 13: Looking At Everything Together
Lecture 14: UV Mapping Overview
Lecture 15: Unwrapping An Open Mesh
Lecture 16: Unwrapping A Closed Mesh
Lecture 17: Mirroring And Pinning UV's
Lecture 18: Unwrapping The Rest Of The Scene
Lecture 19: Making The Vault Roof Piece
Lecture 20: Export, Testing And Fixing
Lecture 21: Making A Victorian Lamp
Lecture 22: Additional Ceiling Pieces
Lecture 23: Ceiling Pieces Challenge
Lecture 24: Checking, Naming and Exporting
Lecture 25: End Of The Dungeon Section
Chapter 7: Programmatically Building a Dungeon with Modular Assets
Lecture 1: Replacing Pieces
Lecture 2: Making Rooms
Lecture 3: Defining Modular Room Pieces
Lecture 4: Placing Room Pieces
Lecture 5: Placing Walls
Lecture 6: Creating Pillars and Doorways
Lecture 7: Importing New Pillars & Doorways
Lecture 8: Positioning Pillars
Lecture 9: More Pillar Positioning
Lecture 10: Tracking Pillar Placement
Lecture 11: Adding Doorways
Lecture 12: Z-Fighting
Chapter 8: Generating Multiple Storeys
Lecture 1: Labelling Map Modules Part 1
Lecture 2: Labelling Map Modules Part 2
Lecture 3: Refactoring Code for Plug & Play Modules
Lecture 4: Creating Manholes Part 1
Lecture 5: Creating Manholes Part 2
Lecture 6: Creating Stairwells Part 1
Lecture 7: Creating Stairwells Part 2
Lecture 8: Generating Multiple Maze Levels
Lecture 9: Building a Maze Manager
Lecture 10: Placing Manholes between Levels
Lecture 11: Extending Level Connections for All Levels
Lecture 12: Multi-storey Dungeon Challenge
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Michael Bridges
Technology Teacher -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 3 votes
- 2 stars: 1 votes
- 3 stars: 20 votes
- 4 stars: 92 votes
- 5 stars: 264 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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