
Explore the Unity editor, its windows and core features, and learn to manipulate 3D models, color, transparency, and lighting as you begin building your 2D CastleMania horror game.
Open the Unity editor, create a new 3D project named Exploring unity, and discover core concepts like scene, game objects, transform, camera, and directional light.
Learn to move and scale a 3D cube in Unity via the transform component, adjusting position, rotation, and scale on the x, y, and z axes.
Create and apply materials in Unity to color objects, control transparency via rendering mode and alpha, and build scenes with cubes, planes, shadows, and glass walls.
Explore how lighting shapes atmosphere in unity by rotating directional lights to cast shadows, adjusting ambient intensity, and using spotlights and point lights with color, range, and shadows.
Learn to create and tune particle systems in Unity, adjusting position, simulation space (local or world), duration, start delay, lifetime, speed, gravity, color, rotation, and shape for dynamic effects.
Apply physics in Unity by adding a rigid body and gravity to a cube, causing it to collide with spheres and emit particle effects, then save the scene.
Explore the Unity asset store to swap simple visuals with ready-made 3D models, shaders, and complete packs, and learn how to import and extend assets in your game.
Learn the basics of coding in C-sharp, including variables, methods, conditionals, and loops, to build a 2D CastleMania horror game in Unity with sound effects.
Learn basic variables in Unity through a cube project, declaring public floats, strings, and booleans, attaching scripts, and using the editor to adjust size and name.
Learn how methods function as operations in Unity, including start and update for initialization and per-frame logic, and apply them to game objects by changing size and name.
Learn to use if blocks in Unity to evaluate conditions, compare values and strings, implement else logic, and control cube rotation and basic game behavior.
Learn to instantiate multiple cubes in Unity by converting a cube into a prefab and using a game controller with for and while loops to instantiate with random positions.
Introduction to Unity input systems covers moving a cube—left, right, forward—and jumping with space, plus multiple cameras including a chase view switched with the mouse.
Learn to handle input in Unity by creating a game controller script, using update with GetKey and GetKeyDown for movement and jump, and printing Hello world for testing.
Learn how to make a player cube move in Unity by creating a simple script, applying a material, and using transform.position updates with speed and Time.deltaTime for smooth horizontal movement.
Apply Unity physics to jump a 2D castle game character by adding a Rigidbody, using AddForce on space press, and restricting jumps to when touching the floor.
Move and rotate a Unity player by applying input to transform.position with speed, Y-axis rotation, and delta time. Use transform.forward for direction and switch cameras with the mouse.
Cycle through four Unity cameras by managing a camera index, enabling only the active camera, and using mouse or controller input to switch views.
Discover how Unity prefabs enable reusable game objects, from explosions to enemies and bullets, by creating a single instance and replicating it across the scene.
Design a Unity scene with a floor and wall, create a bullet prefab with a rigidbody, and shoot it by instantiating the prefab on mouse click via a player script.
Learn to control bullet direction in Unity by setting the bullet's shoot direction on the prefab, normalizing the direction vector, applying random offsets, and destroying bullets after a set lifetime.
Learn to build a simple explosion effect that responds to physics, spawning colored particles from prefabs with random directions, and manage their lifetime.
Explore implementing explosion effects on bullet collisions in Unity by using colliders, tags such as trigger explosion, and handling on collision enter to instantiate an explosion prefab at collision point.
Create a new Unity project named castle mania in two dimensional mode, and organize assets into scripts, scenes, prefabs, and animations; save the scene and project.
Create a player object with a container for art assets, add a sprite, enable gravity with a 2D rigidbody, and apply capsule collider 2D and box collider for collision.
Move the player horizontally in a 2D Unity game by coding a custom script, using rigidbody velocity and the horizontal axis, with jumping and a ground check.
Implement a downwards raycast from below the player using half the capsule collider height to detect ground before permitting a jump.
Implement a follow camera in Unity that tracks the player's x and y, keeps z constant, adds a horizontal offset, and smooths motion with lerp and a public smoothness value.
Create a reusable platform prefab in Unity, adding a 2D sprite and box collider, then use prefab instances to update all copies efficiently for level design.
Create a red enemy object that harms the player on overlap using a trigger collider and the enemy tag, and log the colliding object's name with OnTriggerEnter2D.
Create a circle enemy in Unity with radius and angular speed to orbit a center. Store start position and use angle with sine and cosine, adding offsets to vary patterns.
Create and test a wave enemy in a 2D CastleMania Unity game, scripting a leftward, up-down wave pattern with angular speed, amplitude, and collision triggers, then iterate with prefabs.
Implement proximity detection for the wave enemies with a circle overlap all to sense the player, then set moving true and trigger a synchronized move across linked enemies.
Track the player with a tag-based reference, compare horizontal distance in update, and destroy enemies when distance exceeds a configurable value (default 25) to optimize resources.
Utilize Unity's canvas to display on-screen messages and learn to wire up events between the player and the game scene controller, including scale with screen size and reference resolution.
Implement two throwing weapons in a 2D Unity horror game—one short-range and one long-range with ammo limits—and add lifetimes, physics, and direction-aware rotation to prevent spam and enable enemy destruction.
Implement a throwing weapons script with collision triggers to destroy enemies and destroy the projectile on non-player hits, and add angular speed with container rotation for spin in Unity.
Implement limited ammo by wiring a public ammo property and an ammo update event to refresh the ui text in the game scene controller.
Create a whip weapon in a 2D CastleMania horror Unity game with a trigger collider that destroys enemies on contact, while delaying appearance, showing duration, and applying cooldown via coroutines.
Create a new Photoshop file by opening the new file dialog, adjust canvas size (50x50 or 100x100), set background and color options, and save presets or switch to legacy interface.
Master basic navigational controls for canvas exploration: zoom with the middle mouse wheel or alt plus spacebar. Pan by holding spacebar and left-click drag, with cursor-based zoom.
Explore basic Photoshop tools from the toolbar to brushes, color wheel, and presets, and learn how layers and histories streamline painting on canvas.
Master essential Photoshop tools for game art: learn move, marquee, lasso, magic select, crop, eyedropper, brush, clone stamp, healing, dodge and burn, pen, text, and shape tools.
Master the basics of Photoshop's secondary tools, including artboard, layers, marquee, lasso, healing brush, gradient, pen, text, and shape tools, with customizable options.
Explore how to organize artwork with layers in Photoshop: create new layers, group them, and apply adjustment layers and masking. Manage visibility, locking, and transparency to edit the artwork.
Create a simple smiley face in Photoshop using new layers, brush tools, and the pen tool, then adjust with adjustment layers and merge layers for a clean final image.
Master adjustment layers to tune brightness, contrast, curves, exposure, offset, gamma, vibrance, and saturation, shaping highlights, shadows, and mid tones for precise image edits.
Explore how adjustment layers in Photoshop control color with hue/saturation, color balance, black and white, photo filters, channel mixer, and color look up, plus grouping techniques to affect the image.
Explore adjustment layers in Photoshop (part 3) to invert colors, posterize, blur edges, apply threshold, use selective color, gradient maps, and masking to stylize a smiley face.
Learn to use the transform tool in Photoshop, applying free transform to rotate, scale, flip, and warp, with perspective options and selective transforms via the marquee tool.
Explore the transform tool by using free transform to skew, distort, perspective, and warp images, adjusting corners and anchors to create varied, interesting shapes.
Learn to use Photoshop's color range select tool to pick specific colors, adjust tolerance and fuzziness, and apply edits to the selected areas via marquee selection.
Apply subtle image rotations and flips using the rotate tools and image tab to refresh perspective, then adjust canvas size or trim, and explore color modes and adjustments for grayscale.
Adjust the image by resizing the canvas and revealing all to fit a banner. Learn to copy paste a larger image and trim to a properly sized banner.
Practice photoshop techniques to edit a banner using layers and color range. Apply base colors and gradients, adjust transparency, and refine with painting and selection tools.
Create a clean banner in Photoshop by setting a 1920 by 1080 canvas, merging logo and title layers, and refining colors with paint bucket and color range for a polished look.
Use Photoshop rulers to create precise pamphlets by setting an A4 document, snapping guides, and aligning imagery with pixel-perfect accuracy through unit adjustments, snapping options, and incremental movement.
Set up a 50 by 50 pixel canvas in Photoshop using the legacy document interface, enable grid to view pixels, and paint pixellated assets for your 2D CastleMania game.
Create a background wall by building environment pieces, duplicating and offsetting layers to form a cracked gray wall, ensuring seamless tiling for a 2D castle mania horror game.
Demonstrates creating a broken wall texture for a 2D castle horror game by duplicating wall layers, adding brick patterns, cracks, and paint effects to build a cohesive, editable background.
Learn to design a window for a 2d CastleMania horror game by creating a layered window, shaping an arch, applying gradients, and placing it on the wall.
Create eerie curtains for castle windows by building a dedicated layer, drawing torn fabric, applying a dark red gradient, and refining with brush, gradient, and selection techniques.
Design a dungeon torch asset for a 2D game by creating a square head, duplicating and flipping it for symmetry, then adding a wooden handle and a flame.
Build a seamless floor texture in Photoshop by layering dirt, stones, and grass, offsetting pieces to create a continuous dungeon floor for a 2D horror game.
Create a full-canvas floating platform block with layered colors and subtle shadows, enabling scalable, reusable assets that stitch into multi-elevation levels and support walls or surfaces in a 2D game.
Create a two-dimensional pillar as a background element by building a square base, outlining with gray tones, adding shading and details, and duplicating pillars for depth and layered lighting.
Create a battle axe weapon asset by building layered blades, flipping for symmetry, and applying color and outline in a layered art workflow for your 2d CastleMania game.
Create a dagger weapon for the 2d castle mania horror unity game by outlining, coloring, and shading the blade and hilt, adding a black outline for clarity.
Create and animate a whip asset by organizing a weapon folder, drawing a brown leather whip across multiple layers, refining curves, and exporting separate frames for animation.
Create a ghost enemy for a 2D castle horror Unity game by designing a sheet-like ghost, detailing its outline, shading, and transparent variant using layers, gradients, and brightness adjustments.
Design a vampire bat enemy for a 2D castle mania horror Unity game, sculpting its body and wings, adding eyes and teeth, and a flapping idle animation.
Design and refine the main character for a 2D castle mania horror game by building a basic silhouette, layering skin, clothing, and hair, and adjusting pose for idle animation.
Create a running character animation by organizing layered parts, duplicating run frames, adjusting colors and positions, and refining leg motion for a sprint sequence in Unity.
Create a running motion by building and refining multiple animation frames, merging layers, and adjusting leg and arm positions to depict a sprint sequence in a 2d character setup.
Stitch three running poses in Photoshop to create a smooth running animation, then refine arms and legs frame-by-frame using a timeline and organized folders.
Create a new file to build a 2D throwing animation by assembling sprite pieces, adjusting legs and arms, merging layers, and depicting a wind-up followed by a forward throw.
Organize the whip animation by grouping layers, draw and refine frames with color tweaks, then export each frame to create a rapid back-and-forth whipping attack for the game.
Export all individual layer images, resize to optimize for game use, ensure transparency by disabling white background, and save via export for web to prepare assets for the game engine.
Integrate castle mania art assets in Unity by importing fonts, sprites, and backgrounds, and organizing them with sorting layers and tile-based workflows for a cohesive 2d level.
Integrate two throwing weapon sprites, dagger and another, by randomly selecting one at throw and enabling the chosen sprite via a sprites array and a start script in Unity.
Learn to animate Unity enemies by creating an animator controller, building a two-frame idle from circle and wave sprites, and looping it as a state-machine animation.
Learn to implement idle and running states in a 2D castle horror Unity game using an animator controller, transitions, and a running parameter, with groundwork for throwing and whip animations.
Implement weapon animations in Unity by creating transitions between throwing, whip, idle, and running states using triggers, offsets, and zero-duration transitions, then test against enemies.
Implement a finish line in a 2d castle mania game using a trigger collider and tags, then use a scene manager to show a win and restart after three seconds.
Learn to integrate sounds in Unity by creating separate audio objects for throw, whip, and jump, linking them to the player script, and playing them at the appropriate moments.
Learn to build a 2D platformer in Unity with two attack modes, moving platforms, and diverse enemies, then design five challenging levels with varied movement patterns and weapons.
"Very informative, shows how things are done and explaining clearly."
This course was funded by a wildly successful Kickstarter.
This is a retro games masterclass! Learn to code in C# by making a game from scratch. Use Unity® 2017 and Adobe Photoshop CC.
In this course, game developer Glauco Pires from Mammoth Interactive teaches you how to build a game in Unity®. 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 fine-tuning a game.
Let's make a complete game! Learn to code, make art, and add sound to build a full action-adventure game.
First you design the game and its functionality in Unity®. You learn how to code in C#. Don't worry if you've never coded before. We start simple and add more to the game as the course goes on. We interweave theory with practical examples so that you learn by doing.
Mammoth Interactive game designer Kevin Liao teaches you everything you need to know about Photoshop to make game art. One of the best features is that you can watch the courses at any speed you want. This means you can speed up the or slow down the video if you want to.
This course is project-based. You will not learn a bunch of useless coding practices. At the end of this course, you will have an AWESOME game to use in your portfolio. Taking this course means that you learn practical, employable skills immediately.
Learning how to code is a great way to jump in a new career or enhance your current career. Coding is the new math! Learning to code will propel you forward for any situation. Learn it today and get a head start for tomorrow. People who can master technology will rule the future.
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All source code and art assets are included with your purchase. What are you waiting for? Your game could make it big. Enroll today to join the Mammoth community of online game dev learners!