
Learn to build retro arcade games in Unity with advanced coding, using downloadable assets and a complete project for Brick Breaker, Speed Shifter, Minesweeper, and Pac-Man.
Download Unity version 5.4.1 from the archive, choose Windows or Mac, and follow the steps shown to access the older build for creating old arcade games.
Install unity, select the personal version, and explore its interface—from the hierarchy, scene, game, and the project tabs to the inspector and console—for starting cross‑platform 2d or 3d game projects.
Explore creating a brick breaker Arkanoid remake in Unity, including white bricks destroyed on touch and black bricks requiring two hits, ball and racquet mechanics, score and game over logic.
Organize Unity project assets by creating scenes, importing sprites, and building a main menu with a play button and pause. Wire a gameplay scene with a simple main menu controller.
Prepare the game elements by creating the racket, ball, and bricks, naming bricks, and setting up borders. Configure colliders and rigidbodies, adjust gravity, and arrange a demo level.
Create a rocket movement script using fixed update and horizontal input to move left or right at speed, and a ball script with rigidbody and a bouncy material to bounce.
Attach brick and broken brick scripts to brick prefabs, detect ball collisions to swap images on first hit and destroy on second, and increment the score.
Preview a space shooter prototype in Unity with a main menu. Watch planes spawn and shoot, borders destroy objects, and a restart option with high score concepts explained.
Import assets, create a scenes folder, and build a main menu with a background image and play and options buttons; load the gameplay scene with a menu controller.
Create and configure prefabs for red and yellow bullets and enemy planes in Unity. Attach colliders and rigidbodies, set kinematic and freeze the z rotation, then save as prefabs.
Create a gameplay background by texturing a quad with a mobile particles alpha blended material, resize the quad to fit the screen, and implement parallax scrolling with a C# script.
Move the plane with a public speed by applying horizontal input to its rigidbody velocity, then clamp its x position within screen bounds using the plane bounce script.
Configure yellow and red bullets in unity by attaching scripts, applying upward or downward forces, and destroying bullets at top or bottom border triggers for plane shooting.
Implement a plane shoot mechanic in Unity by instantiating bullets above the plane on mouse down, and limit fire rate with a canShoot flag and a half-second coroutine.
Develop enemy plane move and shoot mechanics using Unity game engine, including bullet instantiation, collision handling, and basic enemy spawning.
Create a spawner object with a collider to spawn enemy planes between its bounds, using a coroutine and random intervals. Implement bullets, collisions, and basic scoring.
Preview the Minesweeper remake with a main menu, play and options, and easy to hard levels. Use a two dimensional array to track mines, neighbor counts, and game over.
Organize scenes and import assets in Unity to create a main menu and options menu with a background image and UI buttons for play, back, and easy/medium/hard, using sprite slicing.
Wire up the main menu and options menu in Unity, connecting play, back, and pause controls to a game manager that loads and restarts levels.
Position and duplicate hidden mine elements on a two-dimensional grid in Unity, set each to 70 by 70, attach colliders, and organize with a game manager and minefield scripts.
Create and manage the mine field grid with a singleton game manager, declare a public static two-dimensional mine field, and lay out mines on gameplay load.
Code a mine field in Unity with show mine and show near mine functions, handle clicks, and verify textures; use level-based random mines and a game manager to track mines.
Create a matrix grid to manage mines, test coordinates within bounds, show mines, count near mines, and implement a flood fill based investigation of mines.
Wrap up the game by handling minefield touches and triggering game over. Parse object names to coordinates, investigate mines, and reset the game state with a singleton game manager.
Pac-Man moves with a single touch or keyboard input, while ghosts autonomously decide their directions using artificial intelligence, and the lecture covers restarting and pausing the game.
Create a Pac-Man remake menu in Unity by organizing scenes, importing sprites, configuring a main menu with a background, play button, and scripts to load gameplay.
Discover how to build a maze in Unity by positioning the camera, setting a dark background, and converting walls into solid box collider 2D with rounded offsets copied across maze.
Configure Pac-Man and monsters by slicing sprites on a 16 by 16 grid with 8 pixels per unit, create 12fps right-left-up-down animations, and define X and Y parameters for transitions.
Guide Pac-Man movement in Unity using C# scripts, prefabs, and line cast collision to navigate a maze, update destinations and animations, and handle next directions.
Program three monsters with Unity by attaching colliders and rigidbodies, coding a monster movement script, selecting random directions, and chasing Pac-Man with destination-based movement and collision triggers.
Attach a pause button to restart the game, build a game play controller with a restart function, and use point objects with trigger colliders to be eaten by Pac-Man.
Learn to navigate between scenes in Unity 5.3+ by using scene management and scene manager load scene, add open scenes to build settings, and wire buttons with a scene loader.
Replace the deprecated OnLevelWasLoaded with Unity's scene management by subscribing to sceneLoaded. Create a LevelFinishedLoading function that checks scene.name to act when the gameplay scene loads.
Explore how to set sprites to 32‑bit true color in Unity 5.5, adjust texture compression formats for Android, and manage memory usage while navigating cloud and disk project locations.
Discover Unity's dynamic, kinematic, and static body types, and learn how gravity, forces, velocity, and collisions shape gameplay with colliders.
Learn how Unity's rigid body modes—dynamic, kinematic, and static—control gravity and movement, and how the simulator option toggles physics on and off.
Avoid a common Unity animation mistake by not recording transform positions in the animation panel; remove the position property so the Rigidbody component can move the character correctly.
Change the game resolution in Unity via the game tab, add custom resolutions, and adjust for build settings and platform, watching the camera adapt to each size.
*** Course Updated April 15 2017 ***
Leveraging Unity's build in 2D tools we are going to take a look at how can we create some of the most popular arcade games.
We are going to dive directly into game development so pre-knowledge is required. I'm going to assume that anyone who takes this course knows C#(You don't have to be an expert coder but I do expect that you know what are classes, objects, inheritance, arrays among other things).
You will also benefit from my super fast response if you have any issue that you are stuck with(I check Udemy forums every day if someone posts a question). Oh and all the students taking the course will also be there to help you!
All project files will be included and you are free to use them for anything that you like, personal or commercial use!
The Games That We Are Going To Create Are:
Brick Breaker
Brick Breaker is the remake of the famous Arkanoid game where you have a paddle that you can move in order to hit the ball and the ball bounces off that paddle. The goal of the game is to hit all the bricks that are in the game and when the last brick is hit the game is over. We are going to see how can we leverage the power of unity's physics system in order to make the ball move in our level and how can we calculate the direction where the ball needs to go when we hit the paddle.
Space Shooter
Space Shooter games exist since 1980, and they are very popular. In our game we are going to take a look at how can we create a space shooter game with all of its features. We are going to implement scrollable background to simulate an infinite background effect, we are going to spawn enemies which are going to have their own AI and they are going to try and destroy our ship. The ship that we are going to control is going to be able to move left and right and shoot the attacking ships.
Minesweeper
Old and famous windows game where you need to click on the mine field in order to win the game, but be careful if you stumble upon a mine then game over!! We are going to see how can we dynamically create levels e.g easy, medium and hard, and how can we layout our mines through our code. We are going to use two dimensional arrays in order to store the mine fields, and we are going to use the indexes e.g rows and columns to retrieve those mine fields. We are going to use the famous Flood-Fill algorithm which is the algorithm that is used in order to create games such as minesweeper.
Pacman
The good old Pacman was released back in the 1980s, its a cool game where you need to feed the pacman but in the same time avoid the monsters attacking pacman. The most interesting thing that we are going to learn is the AI implemented for the monsters. We are going to program the movement of the monsters so that they determine on their own where they want to go. We will use linecasting to achieve this feature.
Enroll Now!! You Will Not Be Disappointed!!