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Unity 2018 Game Development (Pre-release)

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**COURSE IS IN PRE-RELEASE**

Pre-release means that we are still adding new content each week. Preview the sections in the course to see the content we are building each week.

This is a VERY LARGE course and we wanted to get you content as soon as it is being created.

Unity 2018 Game Development

This course is 100% brand new built from scratch. It is designed to teach you all of the core concepts of Unity as well as common game development practices.

You will build both 2D and 3D games - starting with simple games and moving to more advanced topics.

This Unity 2018 course is designed after our highly popular Unity 2016 course which had fantastic reviews:

  • "I'm a complete novice as game developer, and Devslopes has already taught me tons of stuff in a span of two weeks so far to make a decent game" - Ian

  • "Let me start this by saying I have many learning disabilities and I have always struggled with learning much more then the average student. Ive been trying to learn code for YEARS. I took a chance on this course as my last hope and im so glad that I did. This is THE BEST course you will find on C# on Unity. If you are debating buying this course, I guarantee if you take the risk you won't regret it." - H Carty

FULL COURSE CURRICULUM

Intro to Unity

Introduces students to the Unity Game Engine. Walks them through setting up the IDE and building their first (very basic) game, Roll-A-Zombie. This gently eases them into Unity development while providing the excitement of creating a working project, even if they’re unfamiliar with coding or the Unity IDE.

Focus Topics

  • Installing and Using Unity

  • Unity Collab

  • Unity Analytics

  • Unity Hub

  • Unity Team Services

  • Light introduction to C# Programming

  • Materials

  • Rigidbody

  • Colliders

  • Transform Manipulation (including Local vs. World)

  • Scaling (including Local vs. World Scale)

  • Building for Each Platform

  • Audio Sources

  • Labels

Intro to C# in Unity

Introduces students to C# as used by Unity. Discusses C# basics such as variables, functions, arrays, loops, object-oriented programming, classes, inheritance, and data encapsulation. It will be necessary for students to have a basic grasp on these topics in following sections. Establishing familiarity before hands-on work will help them understand why they’re doing what they’re doing.

Focus Topics

  • C# Variables and Functions

  • C# Loops

  • Object-Oriented Programming

  • Conditional Logic

  • Code Reusability (DRY Principle)

Game Basics: Haunted Zombie Rush

2.5D endless runner game. Features coroutine-driven rock obstacles which the zombie (pc) must avoid. This section teaches the basics of developing in Unity. It provides students with the opportunity to work with 3D models, learn about what colliders and Rigidbodies do, and how to effectively use two very important functions in the Unity game loop, Update() and FixedUpdate(). It’s a great way to start learning by developing a fully functional game.

Focus Topics

  • C# Conditional Logic

  • Object-Oriented Programming

  • Code Reusability (DRY Principle)

  • Asynchronous Programming with Coroutines

  • Time.deltaTime

  • Simple Quaternions

  • Rigidbody

  • Colliders

  • Animation Controllers

  • Animation Transitions

  • Audio Listeners

  • Audio Sources

  • Managing Game State

  • Input Binding

  • UI Labels

  • Canvas Scaler

Tower Defense

2D Tower Defense game. Features a single level with waypoints, enemies, and dynamically generated game objects. Introduces students to 2D development in Unity, the Singleton Design Pattern, and the tilemap system for 2D environment development. Also introduces basic AI principles such as pathfinding, auto-targeting with raycasts, and works more in-depth with developing a fully functional UI.

 

Focus Topics

  • Simple Quaternions

  • Rigidbody

  • Colliders

  • Prefabs

  • Transform Manipulation (including Local vs. World)

  • Scaling (including Local vs. World Scale)

  • Triggers

  • Tags

  • Layers

  • Tilemaps

  • Runtime GameObject Management

  • Instantiation and Destruction

  • Game Object Manipulation

  • Sprites

  • Using Sprite Sheets

  • Grid Snapping

  • Exporting for iOS and Android

3D Battle Horde Game

3D wave battle game. Introduces students to the navmesh navigation system, equipping and using weapons, and Unity particle systems. Reinforces previously learned AI principles and builds on that knowledge in a 3D environment.

Focus Topics

  • Isometric Scene Editor Perspective

  • Grid Snapping

  • Managing weapons

  • Navmeshes

  • Navmesh Agents

  • AI Auto-Attack

  • Player Health

  • Particle Systems

  • Animations

  • Powerups

  • Export for PC, Mac, and Linux

 

Minecraft Game

3D minecraft clone. Introduces dynamically generating game objects and environments, mobile textures, cross-platform input, the high-performance Entity Component System, and the C# Job System.

Focus Topics

  • C# Job System

  • Entity Component System

  • Cross-Platform Input

  • Mobile Optimization

  • Game Object Manipulation

  • Runtime GameObject Management

  • Instantiation and Destruction

  • Prefabs

  • Transform Manipulation (including Local vs. World)

  • Scaling (including Local vs. World Scale)

  • C# Events and Delegates

Cinematics and Animations in Unity

3D Scene. Students will build a small cinematic intro video through camera animations. Introduces students to Unity’s built-in animation tools and the Cinemachine plugin. 

Focus Topics

  • Using Multiple Cameras

  • Cinemachine

  • Animation Transitions

  • Animation Parameters

  • Animation Blend Trees

  • Animation Events

  • Lighting

Building Environments in Unity

3D scene. Students will learn more about lighting, terrain, mastering audio, and building out beautiful environments with Unity’s built-in tools.

Focus Topics

  • Particle Systems

  • Lighting Types

  • Lighting Settings

  • Baking Lights

  • Lighting Best Practices

  • Terrain Generation

  • Terrain Painting and Textures

  • Terrain Best Practices

  • Audio Mixing

 

RPG: Destined for Daylight

3D RPG with inventory system and a turn-based battle system. Introduces students to inventory management, scene transitions, data management with unity and the BinaryFormatter, the world-space canvas, and joint physics. Reinforces using the cross-platform input manager and principles learned in the “Building Environments” section. Also builds on existing knowledge with Cinemachine and animations, raycasting, and UI development. 

Focus Topics

  • Inventory systems

  • Binary Formatter

  • Cinemachine

  • Managing Weapons/Attacks

  • Managing Game State

  • Loot Randomization

  • Input Binding

  • Cross-Platform Input Management

  • Turn-Based Gameplay

  • Game State Management

  • Scene Transitions

  • Cinemachine

  • Raycasts for Detection

  • UI Development

  • Joint physics

  • Tags

  • Layers

  • Triggers

Multiplayer: Royal Bash

3D Clash Royale clone. Builds on existing knowledge of mobile optimization, game state management, UI Development, menu systems, scene transitions, and networking. Introduces students to a Unity networking alternative, namely AWS. Also introduces students to In-App purchases. 

Focus Topics

  • Triggers

  • Saving and loading

  • In-App Purchases

  • Mobile apps

  • Mobile optimization

  • Photon Multiplayer

  • Scene Transitions

  • Game State Management

  • UI Development

  • Multiplayer Matchmaking

  • Networking

Advanced 2D: MegaDev X

2D Platformer game. Builds on existing knowledge of menu systems, UI Development, 2D animations, 2D physics, environment development, the tilemap system, and raycasting. Introduces students to JSON data management with Unity, and reinforces well as making and parsing HTTP requests to interact with a firestore database where earned achievements are stored. Teaches how to develop level selection menu systems, how achievements work, and best practice use cases for Google Firestore and other high-latency data services.

Focus Topics

  • Using Sprite Sheets

  • 2D Animations

  • Scene Transitions

  • Data Management with UserPrefs

  • Data Management with JSON

  • Player Health

  • Inventory systems

  • Tags

  • Layers

  • Cross-Platform Input Management

  • Cinemachine

  • TileMap

  • Audio Mixing

  • Powerups

  • Triggers

  • Managing Multiple Levels

  • Audio Mixing

Who is the target audience?

  • Anyone who wants to make a cross-platform game with Unity, from a beginner to an intermediate skill level.

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