
Explore a simple Blender introduction and its beginner-friendly features. Learn essential setup changes, including left-click selection, emulate numpad, and 3D view navigation with Shift+F.
Explore Blender camera controls to zoom with the mouse wheel, orbit around an object by scrolling, and pan by holding shift while dragging with the middle mouse button.
Explore how the emulated numpad camera switches between perspective and orthographic views in blender, using shortcuts like 7 for top and 5 for orthographic, illustrating foreshortening and depth.
Perform basic object manipulation in Blender by moving on x, y, z axes, scaling on axes, rotating a cube, and switching to vertex, edge, or face selection in edit mode.
Explore Blender’s frequently used tools for shaping objects: extruding faces, creating and adjusting edge loops, dissolving or deleting edges, filling holes, duplicating and separating parts, snapping, and proportional editing.
Learn how to use the mirror modifier in Blender to save time by halving a mesh in edit mode, applying the modifier, and non-destructively editing both sides.
Design a low poly house in Blender by modeling a cube, extruding walls and roof, applying a mirror modifier, creating windows and a door, and coloring with materials.
Build a larger low poly house in Blender by extruding faces to create a second floor, adding windows, a roof, and a chimney, and refining with scale and wireframe adjustments.
Master a simple low poly castle in Blender by extruding, beveling, and mirroring towers and parapets, adding a central keep and mossy color variations.
Learn to build a simple low-poly church in Blender by extruding edges and faces, using a mirror modifier, adding a bell tower and windows, and applying basic materials.
Create a simple low-poly lighthouse in Blender by extruding and scaling cylinders, adding rails and glass, using a mirror modifier, and rotating pieces to assemble.
Learn to build a low poly log house in Blender by stacking cylinders, extruding and scaling logs, adding a roof, door, windows, and simple materials for a complete, stylized cabin.
Create a low-poly storefront in Blender by extruding, scaling, and beveling walls, adding a doorway and window. Mirror details on the opposite side and color for a simple street scene.
Design a low poly apartment and office building in Blender by adding edge loops, extruding faces, and applying a mirror modifier to create a complete, colorable model.
Create a low poly Eiffel Tower in Blender using orthographic view, precise scaling, extruding, merging faces, and applying a bronze color material in a quick, modular workflow.
Create a fast, low-poly Greek temple in Blender by shaping a base cube, adding pillars, and mirroring for symmetry, then apply a white marble color.
Learn to build a simple low poly Japanese pagoda in Blender by modeling from a cube, using edit mode, loop cuts, extrude, and the mirror modifier, then add lanterns.
Build a low-poly Chinese pagoda in Blender by duplicating, extruding, and scaling components, then color khaki base, orange roof tiles, and a gold top across nine levels.
Build a low-poly Taipei 101 in Blender by starting from a cube, duplicating and extruding sections, adjusting edges, and applying color, scale, and mirror techniques.
Learn to build a 3d Unity runner game inspired by Super Mario Run by setting up Unity, creating a project, and coding with c#.
Unlock how to create reusable methods in Unity, use void and string returns with parameters, call them from Start, and apply for and while loops, and cube movement and rotation.
Learn Unity movement by adding a floor plane and a rigid body with constraints, then implement a follow camera with offset and movement using velocity, acceleration, and jumping via input.
Develop a responsive Unity jump system using a jump timer and duration, plus a jumping area trigger and on trigger enter to regulate jumping and landing.
Develop wall physics and wall jumping in Unity by creating a wall, a wall jumping area trigger, and a physics material, then implement jump logic and speed controls.
Create and animate a collectible coin in Unity, wire it to a rotating model, detect collection via a trigger, and update a game-wide score displayed with a responsive ui text.
Design destructible bricks in Unity using colliders and triggers, add coin prefabs that spawn and vanish, and use scripts and prefabs for scalable level design.
Create a speed area in Unity using arrows, colliders, and a speed area script to move the player left or right. Use prefabs, triggers, and flags to manage speed state.
Develop gameplay feel by tuning movement speed with public variables, acceleration, and target movement speed, and implement a long jump block that adjusts jumping speed when inside a trigger collider.
Create and script simple enemies in a Unity level, implement left-right movement, and manage player death on enemy touch with collision, rigidbody, and scene restart.
Learn to implement robust enemy behavior in Unity by using a base enemy class, on-kill logic, destruction areas, prefabs, and shell spawning with patrolling and rotating shells.
Explore Unity movement logic for shell and plant enemies, including directional movement, wall collisions and bouncing, enemy destruction, and plants that rise and hide with timers and prefabs.
Fix shell collision so shells interact with any trigger and switch sides. Design and implement a power up with a rotating model, a particle system, and collect logic using prefabs.
Implement a one-point player with power-up that grants timed invincibility, adds blinking visuals and model switching, and use a finish line with level text to show beat level and score.
Explore building a parallax background in Unity by adding layered mountains and clouds, creating a parallax background script, and enabling infinite scrolling as the player moves.
Build a parallax cloud background by duplicating and resizing cloud elements with precise offsets, then script leftward movement using a speed variable and delta time across multiple aspect ratios.
Design and implement a main menu in Unity, manage scenes and build settings, and build responsive UI with canvas, anchors, overlays, and a menu controller to load level 1-1.
Tune collision handling by using a sphere collider and adjust gravity via the game controller, then refine jumping and wall jumping for precise control.
Master Unity collision design using layer collision matrix, physics and triggers, implement a shell enemy with timed destruction, and tune player interactions and jump behavior for balanced gameplay.
Fine tunes collision handling in Unity: ensure the shell collides with enemies to destroy them, ignore player and destroyer collisions, and switch to on collision enter for accurate physics.
Implement a singleton level manager in Unity to track current world and level, load specific or next levels, and manage scene transitions and level naming.
Explore level design techniques in Unity, building level progression from 1-1 to 1-3 with coins, obstacles, walls, enemies, wall jumps, finish lines, and consistent scaling.
Explore Blender as a simple, accessible 3D modeling program, learn camera controls, view navigation with numpad and shortcuts, and perform basic object manipulation and editing.
Learn to unwrap a cube in Blender, mark seams, and create UV maps for brick, ground, and coin blocks, then texture in Photoshop and export as SBX.
Model a game-ready pipe in Blender with cylinders, edge loops, bevels, and smooth shading, then apply materials and mirror a Parana plant head with leaves and teeth for scene integration.
Create a simple mushroom-like enemy in blender, modeling and texturing the asset, unwrap uvs, apply materials, and prepare textures for unity with basic shading.
Create and unwrap a turtle shell enemy in Blender, texture with Photoshop, export UVs and textures, and integrate the asset into Unity for game design and development.
In this Blender tutorial, create clean, layered mountain backgrounds and clouds, then model, unwrap, texture, and rig a low-poly character for Unity, exporting UVs and textures for game pipelines.
Organize models, textures, and materials in Unity, resolve naming conflicts by using model name plus material, and use prefabs for coins, finish lines, and grass blocks with parallax textures.
Learn how to integrate art assets into a Unity scene by adding plant enemies, pipes, and walls, applying textures and materials, and implementing patrolling enemies with quaternion rotation.
Integrate art into the final level by duplicating levels, configuring the level manager, applying lighting and materials, and placing long jump blocks, speed areas, and power-ups.
Import Marlowe as a humanoid model in Unity with the albedo texture. Configure humanoid rig and use Unity's third-person package with an animator to manage grounded, crouch, and airborne states.
Add the Marlowe model to the player prefab, position and rotate it, and wire the animator to drive forward, crouch, jump, and power-up states.
Learn to drive jumping and running in Unity by using triggers to toggle on ground and adjust animator parameters, while fixing the character's position with a fixed update.
Track the previous x position to detect movement and reduce stutter in Unity by comparing it to the current position, printing velocity for debugging, and applying a small offset.
Implement wall jumping by flipping the player model to face right or left using rotations and a facing-right flag, with direction from previous position via quaternion lerp and fixed-update testing.
Implement a mushroom power-up that increases the player's size by scaling the model with vector3.one times power size, removing old references, and testing in level one.
swap background art by replacing mountain, clouds, and sky layers, adjust camera and parallax settings, and test with prefabs to ensure correct references and foreground visibility.
Adjust background layers for a Unity game by setting ground to 7.6, organizing clouds, mountains, and foreground with explicit render orders, and previewing in play mode with a blue background.
Adjust the rendering order with negative layer values: foreground minus 10, mountain minus 20, clouds minus 30, background minus 40, and clean up unused materials.
Expand the game from four to twenty levels, add moving mushrooms and more enemies, improve coins and scoring, and tune level design, parallax, and animation before publishing to app stores.
Let's learn game design and development with practical projects that take you from zero to hero in one ultimate course.
In Part 1 digital artist Kevin Liao from Mammoth Interactive will teach you how to use Blender to make low-poly art. You draw 13 3D models of buildings from scratch.
This course is perfect for beginners. We begin with a thorough introduction to the Blender interface. Blender is a powerful (and free) program that can be used to make art assets.
Art you make in Blender is easy to add to games or other projects. Even if you're not an artist, you can make basic art models!
In Part 2 Glauco Pires teams up with Kevin to show you how to build a 3D platform runner game in Unity®. You learn how to set up the project, code the game's functionality, make original artwork and integrate the artwork into the game.
Included in this course is material for beginners to get comfortable with the interfaces. Please note that we reuse this content in similar courses because it is introductory material. You can find some material in this course in the following related courses:
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, so you will not learn a bunch of useless coding practices. At the end of this course, you will have real-world apps to use in your portfolio.
We feel that project-based training content is the best way to get from A to B. Taking this course means that you learn practical, employable skills immediately.
You can use the projects you build in this course to add to your LinkedIn profile. Give your portfolio fuel to take your career to the next level.
Learning how to code is a great way to jump in a new career or enhance your current career. Coding is the new math and learning how to code will propel you forward for any situation.
Learn to make a game today and get a head start for tomorrow. People who can master technology will rule the future.
Source code and art assets are included in this course. Your purchase includes the free e-book "Build a Super Marlo Runner Game in Unity®" by Mammoth Interactive.
Enroll now to join the Mammoth community