
An introduction to the course, what's covered and not covered, why we're building a game of Flappy Bird, how to get the most out of the course and how to get help if you're stuck.
In this video I show the game that we're going to be building and show you how you can go and play it online to try it out for yourself.
Create a new project in Unity, configure your layout to your liking, and setup some folders to work with.
The main camera, importing sprites into Unity, and the world units that Unity uses.
Compiling, importing and working with sprite sheets, creating a basic animated sprite, and sprite sorting layers.
Introduction to the physics system in Unity, and making objects respond to gravity.
Introduction to Unity scripting, granularity of scripts, how the game update loop works.
Reading keyboard and mouse input, and Unity's two input systems.
Using components from code, adding physics forces, debug logging to the console, and serialized fields
The Start method, adjusting serialized fields, and rotating objects
How to create a Git repository for your game from within Visual Studio.
Import and place the bricks sprites in the scene.
Creating colliders for objects - circle, capsule and box colliders.
How colliders work within the physics system. Creating a prefab.
Collision detection, the Unity timescale, scene reloading & editing prefabs.
Transform objects, sprite scaling, and tweaking parameters to affect gameplay.
The bricks script, the MonoBehaviour class, moving objects in code, delta time, destroying objects
Bricks spawner, timers, instantiating objects, and random numbers.
Constraining movement, adding a ground object using a tiled sprite.
Using Krita to edit third party art assets.
Creating a TextMeshPro object to display the score.
Different approaches to detecting whether a point has been scored, trigger colliders.
Updating the score text from within the code when the bird has moved past the bricks.
Creating a basic animation and triggering it from within the code.
Manipulating the timescale and reloading the scene after a delay using the Invoke method.
Two further suggestions to tweak / extend the game on your own.
Unity 6.3 was released on December 4th 2025, and it is an LTS (Long Term Support) release and is now the recommended Unity version to use. Let's upgrade the project accordingly.
So far we have only run the game from within the Unity editor. In this lesson we'll learn about building the game for distribution, starting with understanding build profiles.
Before building the game, we'll want to change some of the project settings, paying particular attention to the output resolution of the build.
With the build and project settings configured, we can direct Unity to go ahead and build the game.
We're going to be publishing on the itch.io website. First let's take a quick tour of the site and find out what it's all about and why we might want to publish there.
It's finally time to publish the game for the world to see! I walk you through the creation and publication of a new game project on the Itch platform.
Discussing ideas for extending the game, and how to get in touch if you need help.
Master Unity Fundamentals Quickly!
A complex game engine such as Unity can seem daunting at first, but this course will cover all the basics clearly with the development of a complete game like the iconic "Flappy Bird".
I believe we learn best by doing so I skip the fluff and dive right into making the game from the start, explaining every step, every component and every line of code along the way.
Not only do I explain what I am doing, but perhaps even more importantly, why I am doing it.
Build And Modify a Full Game
We start with a blank project and build out a fully playable game with basic physics, animation and even a "slowmo death cam" in just under 2 hours! We'll then cover the building and publishing of the game.
A hands-on approach is proven to improve how much of the information you retain, therefore the course presents multiple ideas for how you can tweak the game to make it your own and practice your skills.
A Short Course to Get You Started
This course is presented as a standalone course; nothing else is required and there are no pre-requisites. No matter where you're starting from, by the end of this course you'll have a fully working and fun game to play and tweak!