The Complete Unity Game Development Course
The Complete Unity Game Development Course, available at $99.99, has an average rating of 4.83, with 101 lectures, based on 843 reviews, and has 6103 subscribers.
You will learn about The Unity Game Engine Software Creating and animating a first person character for use in an FPS Animating humanoid models and NPCs Artificial Intelligence techniques for defining the behaviour of non-player characters Using particle systems to simulate fire, fog and blood Using physics to develop a shooting mechanic with rag doll animations Unity's Canvas to develop an integrated heads up display with maps, radar and compass How to create pickup items with colliders and triggers Add position checkpoints to save player locations Add dynamic visual and audio special effects Unity's Terrain Sculpting System for developing game maps How to use lighting to enhance a game environment Post Processing Techniques to enhance the look of a game environment How to build a standalone game from Unity This course is ideal for individuals who are Beginners interested in learning Unity and game development from scratch or Beginners already familiar with Unity who want to learn how to create a First Person Shooter It is particularly useful for Beginners interested in learning Unity and game development from scratch or Beginners already familiar with Unity who want to learn how to create a First Person Shooter.
Enroll now: The Complete Unity Game Development Course
Summary
Title: The Complete Unity Game Development Course
Price: $99.99
Average Rating: 4.83
Number of Lectures: 101
Number of Published Lectures: 101
Number of Curriculum Items: 101
Number of Published Curriculum Objects: 101
Original Price: $24.99
Quality Status: approved
Status: Live
What You Will Learn
- The Unity Game Engine Software
- Creating and animating a first person character for use in an FPS
- Animating humanoid models and NPCs
- Artificial Intelligence techniques for defining the behaviour of non-player characters
- Using particle systems to simulate fire, fog and blood
- Using physics to develop a shooting mechanic with rag doll animations
- Unity's Canvas to develop an integrated heads up display with maps, radar and compass
- How to create pickup items with colliders and triggers
- Add position checkpoints to save player locations
- Add dynamic visual and audio special effects
- Unity's Terrain Sculpting System for developing game maps
- How to use lighting to enhance a game environment
- Post Processing Techniques to enhance the look of a game environment
- How to build a standalone game from Unity
Who Should Attend
- Beginners interested in learning Unity and game development from scratch
- Beginners already familiar with Unity who want to learn how to create a First Person Shooter
Target Audiences
- Beginners interested in learning Unity and game development from scratch
- Beginners already familiar with Unity who want to learn how to create a First Person Shooter
Getting started in game development doesn’t have to be scary. All you need is the passion to learn and an inquisitive, experimental nature for combining code, animation, graphics, artificial intelligence, art and audio. Sounds like a lot? It is, but when you see how you as a solo developer can bring it all together there’s a touch of magic in the air.
Unity is the number one game development engine due to its ease of use and yet powerful abilities. It works on all platforms and can export to desktop, console and mobile devices. It’s a great way for the beginner to jump straight into the world of game development and get their hands on the tools used by AAA game studios to produce games such as Hearthstone (Blizzard Entertainment), Cities: Skylines (Colossal Order) and Monument Valley 2 (ustwo Games) and best of all, for the beginner and hobbyist it is free!
In this course, Penny demystifies Unity’s interface and plethora of tools to bring art, code, design, and more together to produce a fully-fledged First Person Shooter game completely from scratch. Using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics, and having written two award-winning books on games A.I., Penny will take you from complete noob to a confident user of Unity. Throughout, you will follow along with hands-on workshops designed to take you through every step of becoming familiar with all the functionality of the game engine. Throughout, you will work towards the creation of a First Person Shooter set in a post-apocalyptic world complete with zombies out for the player’s brains!
This course was created with Unity 2019.3.11f however is compatible with Unity 2019.4.2f1 (LTS)on either Mac or PC.
Learn how to code, animate, and work with:
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The Unity Development Environment.
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Unity’s C# interface.
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Terrain Sculpting Tools for creating game maps.
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First Person Characters and Animations for Walking, Shooting, and Reloading.
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Pickup Items for Medical Kits and Ammunition.
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3D Models of Zombies to add Animations for Walking, Chasing and Attacking.
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An inventory system to keep track of player health and ammunition supplies.
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Navigation Meshes for programming the movement of zombies and path planning on a terrain.
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Finite State Machines for defining enemy A.I. behaviours.
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Constructing Ragdoll models for dynamic death animations.
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A Heads Up Display to inform the player of their health level and ammunition level, complete with a radar for locating zombies and a compass to guide the player home.
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Special Effects such as fire, blood splatter, and lighting techniques.
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Building the game to a standalone product.
All assets and incremental project files are included.
Contents and Overview
The course begins with a section to introduce you to the Unity interface. If you are already familiar with Unity, you can skip to Section 3. In this introductory session, we will cover Unity’s window system, how to add models and textures, the creation of code to manipulate the properties of models, and the physics system.
Following this, we will start work on the First Person Character (FPC). You will learn how to add physics and code to move the character around, as well as add animated arms and a weapon that you can see in the game view. You will also work to add animations for firing and reloading the weapon. Audio effects for the player’s footsteps and jumping will also be included here.
Next, you will create pickup items for medical kits and ammunition that can be scattered around the game environment to provide extra resources to the player when their health or bullet levels get low. Here you will learn about how colliders and triggers can be used to fire off code to update values on the player that store an inventory.
We will then jump into the Unity Terrain Sculpting tool and work through the creation of a large game map on which to place the FPC and enemies. You will work with textures to colour the terrain and models, to add extra details such as trees and grass. High-quality models of houses, rocks, fences, and other props will be included for you to be as creative as you like in developing the game environment.
By this point, you’ll be ready to start adding the zombies. You will first begin with the zombie models and learn how to add animations to them and then move them about on the game environment using navigation meshes. Then we will cover one of the most popular artificial intelligence techniques used in games for creating simple behaviours in non-player characters; the Finite State Machine. You will develop enemies capable of wandering, chasing, attacking, dying, and standing idle. These actions will be linked to the location of the player such that the zombies will ignore the player when they are far away and only attack when in range.
Once these mechanics are in place, you will learn how to use raycasts to link the player’s shooting animations with a hit to the zombie. When hit, the zombie death animation will play and you will also be able to add in a ragdoll instead at this point. We will work with spotlights to create a crosshair aiming system and program dead zombies to sink into the ground, to remove them from the game.
Last but not least, we tie everything together with a Heads Up Display complete with health meter, an ammunition count, a radar for detecting nearby zombies, and a compass to point the player toward their goal location.
Once you have put all the game mechanics in place, you’ll learn several techniques for taking your game to a more professional level with special effects, extra audio & feedback, and a main menu switching system.
This is the perfect course to get started with Unity if you are an absolute beginner or learn a few extra techniques if you are familiar with the engine.
What students are saying about Penny’s courses:
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Excellent course!! I am already in game development industry and there is one quote here that “Whenever you are not able to solve complex problem, its the right time to get back to the BASICS”
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Penny is a natural born teacher, able to explain otherwise difficult concepts in a fun, engaging way that just make such simple sense, and makes you wish you would have had her for a high-school teacher so long ago.
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This course is absolute gold! I am a Software Engineering Teacher as well as a solo game developer, and of all the courses I have taken on Udemy, this is has been the most useful and eye opening by far.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Join the H3D Student Community
Lecture 3: Contacting H3D
Lecture 4: FAQs
Chapter 2: Getting Started with Unity
Lecture 1: Installation
Lecture 2: Navigating the Interface Part 1
Lecture 3: Navigating the Interface Part 2
Lecture 4: Models and Meshes
Lecture 5: Textures
Lecture 6: Textures and UV Values
Lecture 7: More About Materials
Lecture 8: Shaders
Lecture 9: Physics
Lecture 10: Physics Materials
Lecture 11: An Overview of Programming with Events
Lecture 12: An Overview of Programming with Properties
Chapter 3: Creating a First Person Character with Controller
Lecture 1: Programming FPC Movement
Lecture 2: Character Physics
Lecture 3: A First Person Camera
Lecture 4: Orientating and Restricting Movement
Lecture 5: Cursor Locking
Lecture 6: Adding Character Model
Lecture 7: Transitioning Between Animations
Lecture 8: Animation Triggers
Lecture 9: Adding a Weapon
Lecture 10: Completing the Player Animation
Lecture 11: Sound Events in Animation
Lecture 12: Randomising Sounds
Lecture 13: Jumping and Landing Sounds
Chapter 4: Picking Up Items
Lecture 1: Creating Pickups
Lecture 2: Detecting Collisions with Pickups
Lecture 3: Keeping an Inventory
Lecture 4: Firing a Weapon To Deplete Ammunition
Lecture 5: Depleting and Topping Up Health
Lecture 6: Ammunition Clip Management
Lecture 7: Fixing Footstep and Jump Sounds
Chapter 5: The Game Environment
Lecture 1: Sculpting a Terrain
Lecture 2: Texturing a Terrain
Lecture 3: Trees
Lecture 4: Adding Terrain Details
Lecture 5: Skyboxes Part 1
Lecture 6: Skyboxes Part 2
Lecture 7: Fog
Lecture 8: Adding Buildings and Props
Lecture 9: Design Principles for Terrain Aesthetics
Lecture 10: Game Map Layouts
Lecture 11: Constructing the Game Level with FPC
Chapter 6: Zombies!!
Lecture 1: Creating Animated Zombies
Lecture 2: Importing Zombies To Terrain
Lecture 3: Navigation Meshes
Lecture 4: Programming NavMesh Agents
Lecture 5: Finite State Machines Part 1
Lecture 6: Finite State Machines Part 2
Lecture 7: Finite State Machines Part 3
Lecture 8: Spawning Part 1
Lecture 9: Spawning Part 2
Chapter 7: Doing Combat
Lecture 1: Ragdolls Part 1
Lecture 2: Ragdolls Part 2
Lecture 3: Shooting at Zombies Part 1
Lecture 4: Shooting at Zombies Part 2
Lecture 5: Creating a Targeting Site for a Weapon
Lecture 6: Burying the Undead
Lecture 7: Sinking Ragdolls
Lecture 8: Damaging The Player Part 1
Lecture 9: Damaging The Player Part 2
Lecture 10: Game Over Part 1
Lecture 11: Game Over Part 2
Lecture 12: Victory Dance
Chapter 8: Heads Up Display
Lecture 1: Getting Started with Unity's UI
Lecture 2: Creating a Health Bar
Lecture 3: Ammunition Counts
Lecture 4: Displaying Bullets Left in Gun
Lecture 5: Building a Zombie Radar Part 1
Lecture 6: Building a Zombie Radar Part 2
Lecture 7: Adding Medkits and Ammo Boxes to the Radar
Lecture 8: Building a Goal Pointing Compass
Chapter 9: Final Touches
Lecture 1: Lighting
Lecture 2: Reflection Probes
Lecture 3: Particle Systems Part 1
Lecture 4: Particle Systems Part 2
Lecture 5: Complex Fire Particle System
Lecture 6: Zombie Blood Spatter
Lecture 7: Screen Blood Spatter
Lecture 8: Sound Effects
Lecture 9: Zombie Sounds
Lecture 10: Randomly Playing Sound Loops
Lecture 11: Post Processing
Lecture 12: Future Work with Unity Packages
Lecture 13: Main Menu and Scene Switching
Lecture 14: Continuous Background Music
Lecture 15: Volume Controls
Instructors
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Codestars • over 2 million students worldwide!
Teaching the Next Generation of Coders -
Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 8 votes
- 2 stars: 5 votes
- 3 stars: 39 votes
- 4 stars: 221 votes
- 5 stars: 570 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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