Learn to Build a 3D Puzzle Game with Unity
Learn to Build a 3D Puzzle Game with Unity, available at $39.99, has an average rating of 4.3, with 84 lectures, based on 109 reviews, and has 2884 subscribers.
You will learn about Lean to build a 3D puzzle game inside of the Unity engine Lean to import meshes, textures, and animations into the Unity Game Engine Learn the basics of scripting game elements in Unity This course is ideal for individuals who are Intermediate game artists and designers interested in building games in Unity It is particularly useful for Intermediate game artists and designers interested in building games in Unity.
Enroll now: Learn to Build a 3D Puzzle Game with Unity
Summary
Title: Learn to Build a 3D Puzzle Game with Unity
Price: $39.99
Average Rating: 4.3
Number of Lectures: 84
Number of Published Lectures: 84
Number of Curriculum Items: 84
Number of Published Curriculum Objects: 84
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Lean to build a 3D puzzle game inside of the Unity engine
- Lean to import meshes, textures, and animations into the Unity Game Engine
- Learn the basics of scripting game elements in Unity
Who Should Attend
- Intermediate game artists and designers interested in building games in Unity
Target Audiences
- Intermediate game artists and designers interested in building games in Unity
In this course, instructor Alan Thorn takes you through the process of building a 3D puzzle game inside of the Unity engine. Here he will cover a range of topics including project creation, level design, lightmapping, skinning, animation state machines, collision detection, and camera creation just to name a few.
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded ‘Wax Lyrical Games’ and created the award-winning game ‘Baron Wittard: Nemesis of Ragnarok’, working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the ‘National Film and Television School’, as a Lead Teacher for ‘Uppingham School’, and is currently a Senior Lecturer at ‘Teesside University’ where he helps students develop the skills needed for their ideal role in the games industry.
Course Curriculum
Chapter 1: Project Overview and Constructing the Gameplay Space
Lecture 1: Download Course Files Here!
Lecture 2: Introduction
Lecture 3: Project Overview
Lecture 4: Configuring a New Project
Lecture 5: Importing Assets
Lecture 6: Configuring Meshes and Audio
Lecture 7: Creating Materials
Lecture 8: Starting Level Design
Lecture 9: Completing Level Design
Lecture 10: Using Props
Lecture 11: Scene Lighting
Lecture 12: Lightmap Preparation
Lecture 13: Starting Lightmapping
Lecture 14: Lightmap Resolution
Lecture 15: Final Lightmap
Lecture 16: Adding More Levels
Chapter 2: Importing Animations and Learning Movement
Lecture 1: Introduction
Lecture 2: Exploring Rigged Meshes
Lecture 3: Bones and Hierarchies
Lecture 4: Rigs and Avatars
Lecture 5: Skinning and Muscles
Lecture 6: Exploring Animation Clips
Lecture 7: Cheer Animation
Lecture 8: Walking and Pushing Animations
Lecture 9: Getting Started with State Machines
Lecture 10: Parameters and Transitions
Lecture 11: Completing the Walk Transition
Lecture 12: Completing the State Machine
Lecture 13: Scripting and Mecanim
Lecture 14: Creating Movement Mechanics
Lecture 15: Looking Forward
Chapter 3: Working with Moving Objects, Collisions, and Building the Camera
Lecture 1: Introduction
Lecture 2: Movement Overview
Lecture 3: Getting Started with Rotation
Lecture 4: Completing Player Movement
Lecture 5: Adding Crates
Lecture 6: Adding Colliders
Lecture 7: Planning Collision Detection
Lecture 8: Point Intersection
Lecture 9: Movement Validation
Lecture 10: Hand and Crate Contact
Lecture 11: Introducing Inverse Kinematics
Lecture 12: Using Empty Objects as IK End Links
Lecture 13: Scripting with IK
Lecture 14: Completing the IK Rig
Lecture 15: Adding Crate Destinations
Lecture 16: Detecting End Conditions
Lecture 17: Creating Chase View Cameras
Chapter 4: Building Level Conditions, Understanding Game Settings, and FX
Lecture 1: Introduction
Lecture 2: The Game Manager
Lecture 3: Singletons
Lecture 4: Preparing for Level Switching
Lecture 5: Checking for a Win Condition
Lecture 6: Loading the Next Level
Lecture 7: Real Time Lighting
Lecture 8: Using Light Probes
Lecture 9: Adding Background Music
Lecture 10: Adding a Torch Prop
Lecture 11: Starting the Fire Particle System
Lecture 12: Refining the Fire Particle System
Lecture 13: Completing the Fire Particle System
Lecture 14: More Prefabs
Lecture 15: Image Effects
Lecture 16: Testing Resolutions
Lecture 17: Game Settings
Lecture 18: Moving Onwards
Chapter 5: Additional Game Programming, Final Bug Testing, and Conclusion
Lecture 1: Introduction
Lecture 2: The Road Ahead
Lecture 3: Player Preferences
Lecture 4: Testing Player Prefs
Lecture 5: Exploring XML
Lecture 6: Introducing Data Serialization
Lecture 7: Serializing Transformation Data
Lecture 8: Extending the Data Manager
Lecture 9: Saving and Loading with the DataManager
Lecture 10: Revising the GameManager
Lecture 11: Saving Games with the GameManager
Lecture 12: Restoring Games with the GameManager
Lecture 13: Persistent Data Path
Lecture 14: Testing Load and Save Games
Lecture 15: Bug Alert
Lecture 16: Fixing the Restore Bug with Persistent Objects
Lecture 17: Conclusion
Lecture 18: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
- 1 stars: 3 votes
- 2 stars: 3 votes
- 3 stars: 12 votes
- 4 stars: 34 votes
- 5 stars: 57 votes
Frequently Asked Questions
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