Make a Ninja Survival game for mobile in Unity® and Blender!
Make a Ninja Survival game for mobile in Unity® and Blender!, available at $69.99, has an average rating of 4.7, with 127 lectures, based on 20 reviews, and has 405 subscribers.
You will learn about Build a Ninja Survival game for mobile in Unity®. Code in C#. Use Blender and navigate its interface. Integrate art from Blender into Unity®. Build video game levels. UV map and unwrap your models. Create your own materials. Learn the basics of animation. This course is ideal for individuals who are Anyone who wants to learn Unity® or Blender. or Anyone who wants to learn game development. or This course assumes you know a little about Unity® and Blender. It is particularly useful for Anyone who wants to learn Unity® or Blender. or Anyone who wants to learn game development. or This course assumes you know a little about Unity® and Blender.
Enroll now: Make a Ninja Survival game for mobile in Unity® and Blender!
Summary
Title: Make a Ninja Survival game for mobile in Unity® and Blender!
Price: $69.99
Average Rating: 4.7
Number of Lectures: 127
Number of Published Lectures: 126
Number of Curriculum Items: 127
Number of Published Curriculum Objects: 126
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Build a Ninja Survival game for mobile in Unity®.
- Code in C#.
- Use Blender and navigate its interface.
- Integrate art from Blender into Unity®.
- Build video game levels.
- UV map and unwrap your models.
- Create your own materials.
- Learn the basics of animation.
Who Should Attend
- Anyone who wants to learn Unity® or Blender.
- Anyone who wants to learn game development.
- This course assumes you know a little about Unity® and Blender.
Target Audiences
- Anyone who wants to learn Unity® or Blender.
- Anyone who wants to learn game development.
- This course assumes you know a little about Unity® and Blender.
In this course, you learn how to build a Ninja game for mobile using Unity® and Blender. This course is unique because we make both the code and the art for the game from scratch. We teach you the fundamentals of designing, coding, and modeling a mobile game.
First you design the game and its functionality in Unity®. You learn how to code in C# and build video game levels. Don’t worry if you’ve never coded before. We start simple and add more to the game as the course goes on.
Why Unity®?
Unity® is one of the most popular platforms in game development. You can use Unity® to build 2D and 3D games. Unity® is cross-platform, which means it is easy to use with other platforms.
Then you create the art for the game in Blender. You build all the art assets for the game. You learn how to integrate your art from Blender into Unity®.
Why Blender?
Blender, like Unity®, is a popular production suite that is free to download. Blender is a revolutionary tool for making 3D art digitally. With Blender, you can make art assets for games, like we do in this course.
Is this course for me?
Even if you’re not an artist, you can make basic art models. You may have heard of Axiom Verge and Stardew Valley. These games are million-dollar successes. But did you know that only one person made each?
Usually it takes a whole team of people to build a game. But creators Thomas Happ and Eric Barone developed and designed their games by themselves. Now they’re millionaires. You can do it, too.
Let’s get started!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Download Blender and Unity3D
Lecture 2: Gameplay
Chapter 2: T01. Introduction to Unity
Lecture 1: 1.1 Introduction
Lecture 2: 1.2 Unity Editor
Lecture 3: 1.3 Moving a Cube
Lecture 4: 1.4 Materials
Lecture 5: 1.5 Lights
Lecture 6: 1.6 Particle System
Lecture 7: 1.7 Applying Physics
Lecture 8: 1.8 Asset Store
Chapter 3: T02. Introduction to Coding
Lecture 1: 2.1 Introduction
Lecture 2: 2.2 Variables
Lecture 3: 2.3 Methods
Lecture 4: 2.4 If Blocks
Lecture 5: 2.5 Loops
Chapter 4: T03. Introduction to Inputs
Lecture 1: 3.1 Introduction
Lecture 2: 3.2 Key Presses
Lecture 3: 3.3 Moving a Player
Lecture 4: 3.4 Jumping
Lecture 5: 3.5 Moving Forward
Lecture 6: 3.6 Cycling Cameras
Chapter 5: T04. Introduction to Prefabs
Lecture 1: 4.1 Introduction
Lecture 2: 4.2 Introduction to Prefabs
Lecture 3: FAQ on Instantiating Objects
Lecture 4: 4.3 Random Angles
Lecture 5: FAQ on Destroying Objects
Lecture 6: 4.4 Explosion Effect
Lecture 7: 4.5 Adding Explosion Effects
Chapter 6: 01. Jumpers
Lecture 1: g1.1 Setting up the Project
Lecture 2: g1.2 Building a Simple Scene
Lecture 3: g1.3 Percentage Coordinates
Lecture 4: g1.4 Clicking Variation
Lecture 5: g1.5 Player Movement
Lecture 6: g1.6 Orthographic Camera
Lecture 7: g1.7 Jumping Enemy
Lecture 8: g1.8 Jumping Enemy Movement
Lecture 9: g1.9 Killing the Player.mp4
Lecture 10: g1.10 Canvas
Lecture 11: g1.11 End Game Messages
Chapter 7: 02. Adding More Functionality
Lecture 1: g2.1 Reusability
Lecture 2: g2.2 Dynamically Adding the Enemy
Lecture 3: g2.3 Game Mode Switch
Lecture 4: g2.4 Setting up the Rolling Enemy
Lecture 5: g2.5 Rolling Enemy Movement
Lecture 6: g2.6 Enemy Positions
Lecture 7: g2.7 Killing the Player
Lecture 8: g2.8 Depth Range
Lecture 9: g2.9 Horizontal Range
Chapter 8: 03. Enemy Logic
Lecture 1: g3.1 Creating the Bouncing Enemy
Lecture 2: g3.2 Moving the Bouncing Enemy
Lecture 3: g3.3 Diagonal Movement
Lecture 4: g3.4 Movement Flip
Lecture 5: g3.5 Initial Angle.mp4
Lecture 6: g3.6 Enemy Collision.mp4
Lecture 7: g3.7 Multiple Bouncers.mp4
Lecture 8: g3.8 Depth Walls
Chapter 9: 04. Designing the Game
Lecture 1: g4.1 Designing the Crawlers.mp4
Lecture 2: g4.2 Crawling Enemy Movement.mp4
Lecture 3: g4.3 Player's Rotation.mp4
Lecture 4: g4.4 Jumping Force.mp4
Lecture 5: g4.5 Finishing the Jumping Logic.mp4
Lecture 6: g4.6 Spawning Crawlers.mp4
Chapter 10: 05. Turrets
Lecture 1: g5.1 Designing the Enemy Turret
Lecture 2: g5.2 Turret States
Lecture 3: g5.3 Turrent Movement
Lecture 4: g5.4 Smooth Aiming
Lecture 5: g5.5 Aiming
Chapter 11: 06. Game Logic
Lecture 1: g6.1 Preparing the Game Logic
Lecture 2: g6.2 Raycast
Lecture 3: g6.3 Shooting Weapons
Lecture 4: g6.4 Aiming Improvements
Lecture 5: g6.5 Targets
Lecture 6: g6.6 Shooting the Player
Lecture 7: g6.7 Destroying the Targets
Chapter 12: g7.1 Configuring the Player
Lecture 1: g7.1 Configuring the Player
Lecture 2: g7.2 Moving Up
Lecture 3: g7.3 Jetpack Thrusters
Lecture 4: g7.4 Designing the Enemy
Lecture 5: g7.5 Wave Patterns
Lecture 6: g7.6 Spawn Enemies
Chapter 13: 08. Endless Mode
Lecture 1: g8.1 Setting up Endless Mode
Lecture 2: g8.2 Highscores
Lecture 3: g8.3 Refactoring the Spawn Logic
Lecture 4: g8.4 Increasing the Difficulty
Lecture 5: g8.5 Bouncer Difficulty
Lecture 6: g8.6 Crawler Difficulty
Lecture 7: g8.7 Turrets Difficulty
Instructors
-
Mammoth Interactive
Top-Rated Instructor, 3.3 Million+ Students -
John Bura
Best Selling Instructor Web/App/Game Developer 1Mil Students
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 9 votes
- 5 stars: 11 votes
Frequently Asked Questions
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