Class Materials

NOTE: Each section is approximately 2 hours in length. It is unlikely that a section will take less than 2 hours but it is possible some may take a bit longer. As such, “Section #12” (just for example) does not necessarily coincide with the 12th day of class.


Section #1: Introduction

Software installation, our first look at Unity and its console, simple C# statements and code blocks.

Unity Install

Course Syllabus

Building Blocks of Code PDF

Simple Unity Game (Sample)– Mouse: look around, Space: jump, Shift: run, W: move forward, S: move backward, A: turn left, D: turn right

Class Outline.

Class Study Notes.


Section #2: Variables, Methods, and Conditionals

A first good look at variables and methods. Also an intro to decision making (specifically IF statements).

Class Work Files -The files we’ll be working with during the second section.

Class Outline -point form of steps taken in Unity.

Class Study Notes.


Section #3: Loops

You’re going to copy and paste that HOW many times? A loopy look at repeating code.

Class Work Files -The files we’ll be working with during the third section.

Class Outline -point form of steps taken in Unity.

Class Study Notes.


Section #4: Creating Your Own Unity 3D Projects

Over the past few classes you’ve seen and learned a lot, both coding constructs and how to use Unity’s basic functions. We’re going to take a quick break from pure coding to show you how to create your own unique environment in Unity 3D. You can’t make a game without coding but you also need to be comfortable in the Unity editor (Unity IDE).

After today you won’t need me to supply you with work files as you’ll be able to create your own environments from scratch. You often will still be provided with files but the freedom to create your own will mean you can more easily explore Unity and coding on your own between classes.

Class Work Files -The files we’ll be working with during the fourth section.

Class Outline -point form of steps taken in Unity.

Homework


Section #5: Beginning Our 1st Game

We’ll set the stage for our first game, learning about Objects, Prefabs, Labels, and more!

Resources -textures and models. You’ll need these files to follow along.

Blender Install -We won’t be using Blender (yet) but you should install it, open it, then close it. Unity will be better able to use Blender files after you do this once.

Class Outline -point form of steps taken in Unity.


Section #6: 1st Game: Components

Ready, set, code!!! We begin coding the logic that will make our game more than just a toy but an actual game.

Section #5’s completed files -use these for if you missed Section #5.

Class Outline -point form of steps taken in Unity.


Section #7: 1st Game: Physics

We’ll continue coding the game logic as we collide, explode, and fall into game physics.

Section #6’s completed files -Project Checkpoint: use this download if you’ve had any issues with your own files.

Class Outline -point form of steps taken in Unity.


Section #8: 1st Game: Managers and Pathfinding

Subsystems and basic enemy AI in the form of Pathfinding, what more could a budding programmer ask for? Stay tuned to find out!

Section #7’s completed files -Project Checkpoint: use this download if you’ve had any issues with your own files.

Class Outline -point form of steps taken in Unity.


Section #9: 1st Game: Animation

Why’d you have to go and get me so animated?

I’ve been framed, I tells ya!

Frames, keyframes, and triggers! Oh my!

Section #8’s completed files -Project Checkpoint: use this download if you’ve had any issues with your own files.

Class Outline -point form of steps taken in Unity.


Section #10: 1st Game: Sound

Its time to get back to the bass-ics and beat this thing. We’ll tune up our audio-bilities together.

Section #9’s completed files -Project Checkpoint: use this download if you’ve had any issues with your own files.

Class Outline -point form of steps taken in Unity.


Section #11: 1st Game: Final Touches

Win/lose conditions, exporting the final product, and play testing await! The only question remaining is, “are you game?”

Section #10’s completed files -Project Checkpoint: use this download if you’ve had any issues with your own files.

Class Outline -point form of steps taken in Unity.


Section #12: Blender- Modeling

It’s about time that we explored the building blocks of building blocks. Section 12 will be a model example of how to model your models modularly.

Helpful Blender Keyboard Commands

Class Outline -point form of steps taken in Blender.


Section #13: Blender- Texturing

Many monochrome models make me melancholy. Time to test your texturing tools and technology!

3D Model -the model that we’ll be working with.

Class Outline -point form of steps taken in Blender.


Section #14: Blender- Animating

We’ll wrap up our look at Blender by jigging a rig. What exactly is a jigged rig? Why would anyone want to jig a rig? If a jigged rig could jig rigs, how many jigged rigs would a jigged rig rig? Section 14 will answer those jigs and many more.

3D Model -the model that we’ve worked on, with textures added.

3D Model with Skeleton -the model that we’ve worked on, with textures and skeleton added (ready to animate in second half of section).

Class Outline -point form of steps taken in Blender.


Section #15: 2D Image Editing

We’ll spend a day getting used to creating and editing images with GIMP (a free Photoshop-like image editor).

GIMP Install


Section #16: Review / Planning Our Custom 3D Game

Hour #1: We’ve covered a huge amount of ground in a short period. As such, we’re in dire need of a breather and perhaps, a few reminders of what we’ve seen and done so far.

Hour #2: We’ll start planning our 2nd game which will contain levels, models, and textures that are 100% original and created by the students.


Section #17: PROJECT- Custom 3D Game- Models and Textures

Students will develop a game where they develop: multiple levels, character models, textures, title screens and more by using Blender, Unity, and scripts.

In this section we’ll focus on the models and textures used in the game.


Section #18: PROJECT- Custom 3D Game- Environments

In this section we’ll focus on the environments used in the game.


Section #19: PROJECT- Custom 3D Game- Odds and Ends

In this section we’ll create things like title screens, credits, menus.


Section #20: PROJECT- Custom 3D Game- Scripts

In this section we’ll group up and tie everything together with scripts.


Section #21: PROJECT- Play Testing

Grab your keyboards, mice, and XBox 360 controllers (wired)! It’ll be all fun and games as we play test our creation.

We’ll also note what we could do differently in the future as we make plans for future class directions.


Section #22: Website Development- HTML

As we continue the 2nd half of the course, we’ll take a quick break from Unity so that we can develop a website that promotes our mad game-creation skills. Here we’ll dive into HTML, getting our feet wet as we surf the Net.

Notepad++ Install

HTML5 Cheat Sheet

Class Outline


Section #23: Website Development- CSS

It’s time to add some style to our sites, we’ll do just that with an intro to Cascading Style Sheets.


Section #24: Website Development- JavaScript

Client side scripting rears it JavaScripty head in the 24th section! Will our heroes survive? Stay tuned to find out!


Section #25: PROJECT- Build Your Own Website

Over two sections, students will get to put their website development skills to the test. Each student will create a basic site to promote the game we developed in our last project.


Section #26: PROJECT- Build Your Own Website (Day 2)

We’ll end our look at website development by making our sites “go live” by uploading them through FileZilla. We’ll also tweak, fiddle, and bewilder any bugs.

FileZilla Install


Section #27: 2D Gaming: Getting Started in Unity 2D

2D games have a unique set of development challenges from 3D games. We’ll start by looking at some of the basics, such as sprites, spritesheets, and sorting layers.

Class Work Files -The files we’ll be working with during the second section.

Class Outline -point form of steps taken in Unity.

Class Study Notes.


Section #28: 2D Gaming: Continuing with Unity 2D

We continue our multi-dimensional look at two dimensional games as we explore raycasting, 2D physics, and more!

Section #27’s completed files -Project Checkpoint: use this download if you’ve had any issues with your own files.

Class Outline -point form of steps taken in Unity.


Section #29: 2D Gaming: Working with Save Data

When a game is just too long to beat in one session, save data swoops in to… um… save the day.


Section #30: PROJECT- Custom 2D Game- Planning And Sprites

Just as we developed a custom 3D game, now students will create their very own 2D game.

Hour #1: We’ll start out by planning the game flow.

Hour #2:The second half of the class we’ll develop the sprite sheets for characters and obstacles.


Section #31: PROJECT- Custom 2D Game- Scripts

We’ll set up the scripts for physics, character control, and more.


Section #32: PROJECT- Custom 2D Game- Level Design

Each student will design a legendary level that would make Jump Man quake in his boots.


Section #33: PROJECT- Custom 2D Game- Odds and Ends

Students will contribute in tying all the levels together through title screens, credit screens, and stage select screens.


Section #34: PROJECT- Build Your Own Website #2

Students will get to put their website development skills to the test yet again. Each student will create a basic site to promote the 2D game we developed in our last project.


Section #35: PROJECT- Build Your Own Website #2 (Day #2)

Once again our sites “go live” by uploading them through Filezilla. We’ll also tweak, fiddle, and bewilder any bugs.


Section #36: Final Review / Planning

Hour #1: More reminders of what we’ve seen and done so far.

Hour #2: If time allows then we’ll see what else the students would like take a look at.

Or maybe we’ll just plug in a Unity game… or field some questions… Guess you could say that we’ll “play” it be ear.


SPECIAL TOPICS


Section #37: Alternative Web Development: WordPress

All development styles and platforms have their strengths and weaknesses. You could create all your websites by hand, or for small sites you may want to check out WordPress. With WordPress you can quickly make gorgeous sites to promote your products.

Website Information Cards

Class Outline -point form of steps taken in WordPress.


Section #38: 2D Gaming: Misc. Additions

Menus, controller support, multi-level games, and more!

Menu Assets

Class Outline -point form of steps taken in Unity.


Section #39: BomberMan How-To

Making our own BomberMan-style game.

Starter Files

Class Outline -point form of steps taken in Unity.


Section #40: Embedded Systems: Introduction

There’s more to making games then just making games. Hardware has to run those games and in the case of VR/AR, programming for the hardware becomes even more important. Programming for hardware can be challenging but we’ll ease into it using Arduino Nano boards. These boards are easily-approachable microcontrollers, perfect for starting out on.

Class Slides


Section #41: Embedded Systems: LEDs

Ease into Arduino with LEDs, jumper wires, resistors, and digital pins.

Class Notes


Section #42: Space Catdet Atari-Style Game (Start to Finish)

Learn how to make a simple (Atari-Style) game from concept to web-release.

Space Cat Sprites Download

Space Cat Starter Project (includes sprites)

Class Notes