OUR COURSES




Mastering Digital Design - Introduction and Techniques to the Unity Game Engine

Mastering Digital Design - Introduction and Techniques to the Unity Game Engine

Duration 18 hr 12 mins

Languages en_US

Course Description

In this course, instructor Alan Thorn explains everything you need to get started in Unity 5. Through clear and concise examples, he will be exploring the basics of Unity in a practical context and will be covering topics ranging from user interface navigation and viewport controls all the way through some of the more in-depth features such as terrain creation, lighting, materials, particle effects, and animation to name a few. Alan Thorn takes us through some great tips and tricks you need to know when working with Unity! Meanwhile, Advanced Game Mechanics in Unity' helps users push their Unity knowledge to the next level. Again, Alan Thorn explores many powerful features in Unity 5, from debugging tools and version control, to 2D sprites and User Interfaces. See how to get started quickly at scripting useful behaviours and functionality for building solid games across many platforms, from endless-runners to shooters.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course

Course Objectives

1. Know how to navigate and utilize Unity 5
2. Understand the interface, usability and tools in Unity 5
3. Learn in depth about
4. Know the tips and tricks when using Unity 5
5. Be able to advance your understanding in Unity 5
6. Know how to script behaviour and functions for games

Content

Resource Files
Chapter 1 - Intro (01:27)
Chapter 2 - Downloading and Installing Unity
Chapter 3 - Creating Your First Project
Chapter 4 - Interface Layouts
Chapter 5 - The Asset Store
Chapter 6 - Viewport Navigation
Chapter 7 - Maximizing Panels
Chapter 8 - Transformations (09:47)
Chapter 9 - Game Objects and the Object Inspector
Chapter 10 - Starting Your First Game
Chapter 11 - Floors and Materials
Chapter 12 - Mesh Snapping
Chapter 13 - Adding a Roller Ball
Chapter 14 - Camera Controls
Chapter 15 - Meshes and Collisions
Chapter 16 - Completing the Project
Resource Files
Chapter 18 - Day and Night Cycles
Chapter 19 - Audio Overview
Chapter 20 - Playing Music
Chapter 21 - Playing 3D Sound
Chapter 22 - The Audio Mixer
Chapter 23 - Channels and Volumes
Chapter 1 - Intro (01:27)
Chapter 2 - Complex Meshes
Chapter 3 - Content Creation Tools
Chapter 4 - Exporting 3D Models
Chapter 5 - Importing 3D Models
Chapter 6 - Terrain Overview
Chapter 7 - Creating Terrain
Chapter 8 - Terrain and Height Maps
Chapter 9 - Importing Height Maps
Chapter 10 - Sculpting Terrain
Chapter 11 - Importing Terrain Assets
Chapter 12 - Applying a Terrain Base Texture
Chapter 13 - Texture Painting
Chapter 14 - First Person Mode
Chapter 15 - Water (03:00)
Chapter 16 - Trees and Collisions
Chapter 17 - Rocks and Grass
Resource Files
Chapter 1 - Intro (01:22)
Chapter 2 - Getting Started with Lights
Chapter 3 - Spot Lights
Chapter 4 - Directional and Point Lights
Chapter 5 - Gamma and Linear Space
Chapter 6 - Pre-Computed Global Illumination
Chapter 7 - Light Baking
Chapter 8 - Light Probes
Chapter 9 - Physically Based Shading
Chapter 10 - Creating Materials
Chapter 11 - Reflection Probes
Chapter 12 - Emissive Lighting
Resource Files
Chapter 1 - Introduction (01:18)
Chapter 2 - Getting Started with Particle Systems
Chapter 3 - Sparks and Afterburners
Chapter 4 - Creating Particle Systems
Chapter 5 - Particle Emitters
Chapter 6 - System Properties
Chapter 7 - Particle Velocity
Chapter 8 - Particle Renderers
Chapter 9 - Completing the Particle System
Chapter 10 - Getting Started with Image Effects
Chapter 11 - Blur and Chromatic Aberration
Chapter 12 - Bloom and Edge Detection
Chapter 13 - Antialiasing and Ambient Occlusion
Chapter 14 - Transparency and the Standard Shader
Resource Files
Chapter 1 - Intro (01:13)
Chapter 2 - Getting Started with Animation
Chapter 3 - Configuring Door Animation
Chapter 4 - Using the Animation Window
Chapter 5 - Keyframes and Curves
Chapter 6 - Animating Push Buttons
Chapter 7 - Object Interaction
Chapter 8 - Animation Controllers
Chapter 9 - Animation Transitions
Chapter 10 - Animation State Machines
Chapter 11 - Event Triggers
Chapter 12 - Character Animation Overview
Chapter 13 - Character Rigging and Avatars
Chapter 14 - Blend Trees
Chapter 15 - Blend Trees and Parameters
Chapter 16 - Root Motion
Resource Files
Chapter 1 - Introduction (01:21)
Chapter 2 - Project Overview
Chapter 3 - Configuring a New Project
Chapter 4 - Importing Assets
Chapter 5 - Configuring Meshes and Audio
Chapter 6 - Creating Materials
Chapter 7 - Starting the Level Design
Chapter 8 - Completing the Level Design
Chapter 9 - Using Props
Chapter 10 - Scene Lighting
Chapter 11 - Lightmap Preparation
Chapter 12 - Starting Lightmapping
Chapter 13 - Lightmap Resolution
Chapter 14 - Final Lightmap
Chapter 15 - Adding More Levels
Resource Files
Chapter 1 - Introduction (01:25)
Chapter 2 - Exploring Rigged Meshes
Chapter 3 - Bones and Hierarchies
Chapter 4 - Rigs and Avatars
Chapter 5 - Skinning and Muscles
Chapter 6 - Exploring Animation Clips
Chapter 7 - Cheer Animation
Chapter 8 - Walking and Pushing Animations
Chapter 9 - Getting Started with State Machines
Chapter 10 - Parameters and Transitions
Chapter 11 - Completing the Walk Transition
Chapter 12 - Completing the State Machine
Chapter 13 - Scripting with Mecanim
Chapter 14 - Creating Movement Mechanics
Chapter 15 - Looking Forward
Resource Files
Chapter 1 - Introduction (01:23)
Chapter 2 - Movement Overview
Chapter 3 - Getting Started with Rotation
Chapter 4 - Completing Player Movement
Chapter 5 - Adding Crates
Chapter 6 - Adding Colliders
Chapter 7 - Planning Collision Detection
Chapter 8 - Point Intersection
Chapter 9 - Movement Validation
Chapter 10 - Hand and Crate Contact
Chapter 11 - Introducing Inverse Kinematics
Chapter 12 - Using Empty Objects as IK End Links
Chapter 13 - Scripting with IK
Chapter 14 - Completing the IK Rig
Chapter 15 - Adding Crate Destinations
Chapter 16 - Detecting End Conditions
Chapter 17 - Creating Chase View Cameras
Resource Files
Chapter 1 - Introduction (01:24)
Chapter 2 - The Game Manager
Chapter 3 - Singletons (05:04)
Chapter 4 - Preparing for Level Switching
Chapter 5 - Checking for a Win Condition
Chapter 6 - Loading the Next Level
Chapter 7 - Real Time Lighting
Chapter 8 - Using Light Probes
Chapter 9 - Adding Background Music
Chapter 10 - Adding a Torch Prop
Chapter 11 - Starting the Fire Particle System
Chapter 12 - Refining the Fire Particle System
Chapter 13 - Completing the Fire Particle System
Chapter 14 - More Prefabs
Chapter 15 - Image Effects
Chapter 16 - Testing Resolution
Chapter 17 - Game Settings
Chapter 18 - Moving Onwards
Resource Files
Chapter 1 - Introduction (01:20)
Chapter 2 - The Road Ahead
Chapter 3 - Player Preferences
Chapter 4 - Testing Player Prefs
Chapter 5 - Exploring XML
Chapter 6 - Introducing Data Serialization
Chapter 7 - Serializing Transformation Data
Chapter 8 - Extending the Data Manager
Chapter 9 - Saving and Loading with DataManager
Chapter 10 - Revising the GameManager
Chapter 11 - Saving Games with the GameManager
Chapter 12 - Restoring Games with the GameManager
Chapter 13 - Persistent Data Path
Chapter 14 - Testing Load and Save Games
Chapter 15 - Bug Alert
Chapter 16 - Fixing the Restore Bug with Persistent Objects
Chapter 17 - Conclusion (00:58)
Resource Files
Chapter 1 - Introduction (01:08)
Chapter 2 - Tip # 1 GameObjects and Broadcasting
Chapter 3 - Tip # 2 Procedural Geometry
Chapter 4 - Tip # 3 Alpha Textures
Chapter 5 - Tip # 4 Collision and Mouse Picking
Chapter 6 - Tip # 5 Mesh Import Workflows
Chapter 7 - Tip # 6 Dynamically Loading Images
Chapter 8 - Tip # 7 Lists and Arrays
Chapter 9 - Tip # 8 Coroutines and Yield
Chapter 10 - Tip # 9 Singleton Objects and Persistent Data
Chapter 11 - Tip # 10 Cameras and Depth
Resource Files
Chapter 1 - Intro (01:13)
Chapter 2 - Start Sculpting
Chapter 3 - Customizing MonoDevelop
Chapter 4 - Components and Transforms
Chapter 5 - Game Objects (06:18)
Chapter 6 - Transformations and Updates
Chapter 7 - Vectors and DeltaTime
Chapter 8 - Object Communications
Chapter 9 - Triggers and Colliders
Chapter 10 - Trigger Entering
Chapter 11 - Playing Audio
Chapter 12 - Prefabs (01:42)
Chapter 13 - Game Controllers (06:41)
Resource Files
Chapter 1 - Intro (01:05)
Chapter 2 - Manual Sprites
Chapter 3 - 2D Sprites
Chapter 4 - Animating Sprites
Chapter 5 - Sprite Packing
Chapter 6 - Atlas Textures
Chapter 7 - Billboards (03:11)
Chapter 8 - Orthographic C
Chapter 9 - Sprites and 3D Physics
Chapter 10 - Sprites and 2D Physics
Chapter 11 - Getting Started with Interfaces
Chapter 12 - Panels and Anchors
Chapter 13 - Images and Text
Chapter 14 - Scripting with the UI
Chapter 15 - Buttons (05:21)
Resource Files
Chapter 1 - Intro (01:11)
Chapter 2 - Debug Log (05:47)
Chapter 3 - Visual Debugging
Chapter 4 - Error Logging
Chapter 5 - Editor Debugging
Chapter 6 - Stats Panel
Chapter 7 - Profiler (07:26)
Chapter 8 - Compilation (04:15)
Chapter 9 - Breakpoints (03:19)
Chapter 10 - Watches (07:46)
Chapter 11 - Immediate Window
Chapter 12 - Call Stack
Chapter 13 - Building For Desktops
Chapter 14 - Building for Mobiles
Resource Files
Chapter 1 - Intro (01:14)
Chapter 2 - Manual Version Control
Chapter 3 - Git and SourceTree
Chapter 4 - Git Hosting
Chapter 5 - Git Repos
Chapter 6 - Configuring Unity for Version Control
Chapter 7 - Git Ignore
Chapter 8 - The First Commit
Chapter 9 - Working with Commits
Chapter 10 - Reversing Commits
Chapter 11 - Introducing Branches
Chapter 12 - Working on Branches
Chapter 13 - Merging Branches
Chapter 14 - Remote Repos
Chapter 15 - Downloading Repos
Resource Files
Chapter 1 - Intro (01:11)
Chapter 2 - Persistent Data
Chapter 3 - Data Structures and Serialization
Chapter 4 - XML Serialization
Chapter 5 - Binary Serialization
Chapter 6 - Starting Android Development
Chapter 7 - Using the Accelerometer
Chapter 8 - Acceleration and Angles
Chapter 9 - Normalizing Acceleration Input
Chapter 10 - Input and Axes
Chapter 11 - Singletons in Practice
Chapter 12 - Statics in Practice
Chapter 13 - Particle Systems and Collections
Chapter 14 - Curved Paths