
Create a new Unity 3d project, explore the editor layout, and configure the main camera, directional light, components, and assets using scene, game, inspector, and console windows.
Move and scale objects with transform in Unity, adjusting position, rotation, and scale on x, y, z axes; create 3D primitives and learn mesh filter, box collider, and mesh renderer.
Create and apply a material to the cube to change its color, then configure rendering mode and transparency to control shadows, with a glass wall and floor for lighting.
Explore how directional, spotlight, and point lights shape Unity scenes, including how rotation, range, color, and ambient intensity affect shadows, mood, and realism.
Add a rigid body and enable gravity on objects in Unity to create a live physics simulation with collisions, rotation, and a particle system as cubes and spheres interact.
Explore the Unity assets store to enhance your Marlo game with 3D models, animations, and complete packs. Import assets, understand basic physics, and learn why to avoid reinventing the wheel.
Explore using methods in Unity scripts. Learn start and update, parameter passing, and return values, then call methods to adjust transform, name, and size, including an improve name example.
Master conditional logic in Unity with if blocks, comparisons, booleans, and else clauses to control actions such as rotating a cube, plus loops for repeated tasks.
Learn an input system in Unity that listens for key presses to move left, right, forward, jump with space, plus a mouse-driven view system offering front, top, and chasing perspectives.
Create a cube named player in Unity, assign a yellow material, and attach a C# script that moves the player left and right with speed and Time.deltaTime.
Cycle between four Unity cameras using a game controller, enabling one at a time by index, and deploy a chase camera that follows and looks at the player.
Learn how to use Unity prefabs to create reusable enemies, bullets, and effects, replicate them across scenes, and fine-tune visuals and difficulty with prefab transforms.
Build a simple Unity scene with a floor, wall, and bullet prefab. Implement physics and player shooting by scripting a bullet with rigidbody force and instantiating it on mouse click.
Explore shooting bullets with random angles by instantiating bullet prefabs, accessing the bullet component to set a normalized direction, and applying a 3-second lifetime before destruction.
Learn to add explosion effects by detecting bullet collision with walls using colliders and triggers. Instantiate explosion prefabs at impact points.
Create a 2d player setup in Unity with a container and sprite, add a 2d rigidbody and capsule collider, and build a floor with a box collider to enable gravity.
Learn to wire a Unity player script, access the rigidbody, and move using the horizontal axis and jump axis with walking speed, jumping speed, and gravity.
Use downward raycasting to detect ground under the player and enable jumps only when grounded, by casting from the player's center, using height-based distance, and filtering out self-collisions.
Improve raycast precision in Unity by casting from below the player, using raycast all or checking hit.collider to ensure jumps occur only when hitting the floor.
Learn to build a Unity camera that follows the player with a custom camera script, a target reference, smoothing, offset, and a minimum y bound using fixed update.
Add a simple enemy with a rigidbody and collider, tag it as enemy, implement hurt logic so touching it damages the player, and convert it to a prefab with walking.
Create a simple enemy patrol in Unity: move right for a duration, then left, using walking speed, walking duration, and a timer to flip direction and set velocity.
Practice building a shell enemy in Unity by implementing a generic hitter, on hit methods, and directional movement that reacts to hit position while destroying enemies and using traps.
Learn to build a pipe enemy in Unity for a Marlo game, including creating the pipe base, collider setup, and a script to toggle visibility and movement.
Tag the power up prefab, enable a trigger collider to collect it, set has power up, and use a coroutine to grant brief invincibility after taking a hit.
Implement invincibility by blinking the player 20 times via a container toggle across the duration, and provide power up feedback by increasing the player's Y axis scale.
Set up a finish line with a trigger collider, implement win and lose events, update the game scene manager, display messages, and reset or reload the scene after a timer.
Explore the basics of Photoshop tools, including selection and marquee, lasso variants, healing brushes, gradient and brush tools, and learn how options on top and layers aid precise edits.
Master Photoshop layers to organize artwork, create and group layers, hide or lock elements, use adjustment layers, masking, channels, paths, and smart objects for non-destructive edits.
Create a new Photoshop canvas, draw a yellow and black smiley with brush and pen tool, refine with anchor points and curves, then merge layers for adjustment layers.
Learn to use adjustment layers to tweak brightness, contrast, vibrance, saturation, and color; explore curves, exposure, offset, and gamma to refine highlights, midtones, and shadows.
Explore how adjustment layers influence brightness, shadows, hue, saturation, color balance, black and white, and filters to edit a smiley face image in Photoshop.
Explore how to use Photoshop adjustment layers to stylize a smiley face with invert, posterize, threshold, selective color, gradient map, and blur effects.
explore how to use the transform tools — free transform, skew, distort, perspective, and warp — to manipulate a layer by dragging corners and applying effects.
Learn to use the color range select tool in Photoshop to isolate specific colors, adjust tolerance and fuzziness, and apply edits to only the chosen areas.
Rotate or flip horizontally your image using the rotate tool and image tab, adjust canvas size or trim, and resize with presets, then use adjustment layers to switch to grayscale.
Learn to fix banner cropping by adjusting the image and canvas size in Photoshop, use reveal all to display the full banner, and trim edges for a properly sized fit.
Use the Photoshop ruler tool to create precise pamphlets by snapping guides and aligning elements. Adjust units, snap settings, and incremental moves for accurate measurements.
Explore switching between Photoshop's old interface and the legacy new document interface to reduce clutter, using general preferences to streamline templates, save settings, and quickly start a Classic Marlowe project.
Create a brick block asset by forming a centered rectangle, building brown brick shapes, duplicating pieces, merging layers, and fine-tuning edges for an offset, realistic look.
Create a simple green pipe asset for a Unity game by shaping with the rectangular marquee, adding an outline stroke, and refining with shading and subtle details.
Create background assets for a Unity game by painting clouds, designing a gradient sky, and adding mountains and trees across layered, color-adjusted elements.
Design a checkpoint flag asset for the Marlo game by building a simple flag and pole, applying colors and outlines, and preparing pieces for future animation or export.
Organize the foundation block by merging brick blocks into a seamless ground layer with grass and soil details for the Marlowe game, ready for export as a tiled image.
Create a Parana plant for a Unity game by building its stem, leaves, flower, and teeth, merging layers, and sizing to fit the pipe for pixel-perfect visuals.
Design a Marlo character in Unity by sketching a basic outline, creating layers, and refining symmetry. Apply colors, shading, and details (hat, belt, buttons, eyes) for animation.
Merge layers, set up a video timeline, and duplicate frames to build a shroom animation with leg movement, eye stretch, and subtle body shifts.
Create a polished Marlo idle animation by duplicating assets, merging layers, and tweaking the timeline with frames to craft a subtle breathing motion and gentle body adjustments.
Learn to build a three-frame running animation for Marlo by designing arm and leg poses, refining colors and outlines, and organizing layers and frames for smooth in-game motion.
Import external art assets into a Unity project by extracting the provided zip into the assets folder, then organize backgrounds, animations, blocks, and characters while updating fonts.
Learn to set up background layers and sorting layers in Unity, tile sky textures with prefabs, and implement a camera-driven background tiling system for seamless scrolling.
Create an infinite background by constantly updating the leftmost and rightmost tiles, computing the center, and repositioning tiles beyond a maximum distance. Build multi-layer parallax with prefabs and sorting layers.
Integrate brick, coin, and power blocks by adjusting scale, applying changes, and switching sprites on hit; then configure the floor block with tiling for seamless level visuals.
Adjust the pipe sizes and collisions, fix jump dynamics with power-ups, and update collider height when collecting power-ups to polish the Marlo game in Unity.
Create a finish line in Unity with a sprite and box collider, then use a script to swap end goal sprite between a castle and a house for visual feedback.
Create and animate enemies in Unity using multiple sprites, a zigzag path, and a looping walk animation controlled by an animator, while flipping direction via velocity-based scale.
Build a Unity 2D player animation system by creating an Animator Controller with idle, run, and jump, adding transitions and parameters, flipping the sprite by velocity, and creating a prefab.
"Great course really well explained."
This course was funded by a wildly successful Kickstarter.
If you're as nostalgic for the classic Super Mario as we are, join us in this course! Learn to make a 2D platform runner game. Design and implement power-ups, enemies, game characters, and backgrounds. We interweave theory with practical examples so that you learn by doing.
Glauco Pires from Mammoth Interactive teaches you how to build a Super MARLO Runner game with 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.
Beginner's Guide for Aspiring Game Developers
First you design the game and its functionality in Unity®. You learn how to code in C# and build video game levels. Don't worry if you've never coded before. We start simple and add more to the game as the course goes on.
Furthermore, 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.
All source code and art assets are included with your purchase. Enroll today to join the Mammoth community!