In this Unity based 3D game development course, you will learn everything you need to know, from the ground up, to start building your own game worlds, and programming gameplay, using all of the tools and utilities of the industry standard Unity 3D game engine!
In addition to lots of other things, you will learn:
By the end of this course, you will know how to develop and program your own 3D games of various genres, using Unity 3D various tools and utilities, as well effective, universal good-practice game design principles. So what are you waiting for? Sign up now and start making your own great 3D games!
Welcome to this Unity 3D course! Let's take a brief look at what will be covered in the coming lessons.
In this lesson, we'll learn how to use code to move an object around the scene using the keyboard.
In this lesson, I'll show you how you can rotate an object using keyboard input.
In this tutorial, we'll learn a simple technique for creating a third person camera view for our game, by utilizing parenting.
In this lesson, we'll learn about the different types of colliders in Unity, and how to use the RigidBody component to create physics based game mechanics and functionality.
In this lesson, we'll take our first look at materials, and use them to assign different colors to the various elements within a scene.
Please take a second to download and Unzip the Project Files, as demonstrated in this lesson.
In this lesson, we'll import all of the assets that we will need for our game, from the the project files we downloaded in the last lesson.
In this lesson, we'll learn how to use texture maps inside of our materials to create additional surface detail for our 3D models.
In this lesson, I'll show you how you can configure your mesh import and snap settings to optimize your level design process.
Vertex snapping is an extremely useful tool for expediting the level design process, especially for modular level design workflows like the one we're using. In this lesson, I'll show you how to use it effectively.
In this lesson we'll build a pedestrian pathway around our city block.
In this lesson, I'll show you how to build road networks within your city using the now familiar vertex snapping technique.
In this lesson, we'll learn how to sculpt large terrains in Unity, and paint multiple, blended textures onto their surfaces to create visual variation and environmental tone.
In this lesson, you finally get to explore the world you're building, using a first person controller.
In this lesson, we'll spend a little time building out our city using the various 3D tiles at our disposal.
In this lesson, I'll show you how you can configure and use normal maps with your materials to create a more detailed appearance for the surfaces of your 3D meshes.
In this lesson, we'll fix a few minor issues with the level design, and adjust the color and intensity of the lighting for the scene.
In this lesson, we'll add a helicopter to our game level, and and make a few adjustments to set the stage for programming some gameplay.
In this lesson, you will learn how to customize input settings in your Unity project, specifically relating to virtual axes.
In this lesson, we'll add a rigidbody, a collider, and configure core physics properties such as mass and drag.
Here you'll learn how to declare and initialize variables of various types in Unity script.
You can assign values to variables in various ways, in this lesson you'll learn two new ways of doing so.
Welcome to this course on 3D game development and programming with Unity 3D!
In this lesson, we'll start working on our FixedUpdate function, which will handle all of the physics code.
In this lesson, we'll learn how to use if statements, boolean variables and comparison operators to perform important checks and create conditional logic.
In this lesson, we'll create our Update function, which triggers every frame, as opposed to the FixedUpdate function, which is every physics step.
In this lesson, we'll take a few moments to debug the code we wrote in the previous lessons, then we'll test the game to see if everything works as it should.
In this lesson, we'll write our very own third person controller script, complete with linear interpolation for smooth transitions between vector positions.
In this lesson, we'll make a couple of minor changes to the control system we implemented in previous lessons, in order to make it more intuitive.
In this lesson, we'll about prefabs and effects such as halo and particle systems.
In this lesson, we'll learn how to create a trigger, and respond accordingly in our game code when the event occurs.
In this lesson we'll add a convex mesh collider to the main rotor, and we'll learn about OnCollisionEnter.
Richard Sneyd (1st Class B.A Hons.) is founder and CEO of CyberMyth Games, and administrator of CMG Academy, the no. 1 source of professional quality online training for digital art, development and design courses. In the performance of his duties within the company, he must wear many hats, including that of a programmer, designer, digital 2D & 3D artist, sound designer, scriptwriter, texture artist, leader, marketer and business man.
He is also a fully registered, qualified, and highly experienced lecturer. His speciality subjects include 3D Modelling & Animation, Computer Game Programming, 2D Image Processing, Game Design, Desktop Audio, Psychology, Consumer Behavior, Human Resources & Business Management.
Richard is enthusiastic about his work, with students and colleagues noting that he is a highly dedicated and accomplished teacher. All of his courses are characterized by a steady, incremental flow of information, and a lucid teaching style which is easy to understand and follow for all.