Become an Oculus Rift Game Developer for beginners

Learn exactly how you can become an Oculus Rift Game Developer using Unity 5 with no previous game design experience!
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  • Lectures 28
  • Length 4.5 hours
  • Skill Level Beginner Level
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 9/2015 English

Course Description

Welcome to Oculus Rift Game Development.

This course is about creating 3D Virtual Reality Games for your Oculus rift, it is suited for complete beginners to Game Development or people who own an Oculus Rift and want to do more with it.

The course is over four hours of video and is broken down into easy bite-sized video lessons showing you the complete process of:

  • Thinking about how to design games for the rift
  • How to avoid “Simulator Sickness"
  • Downloading all the free software required
  • Getting your Oculus Rift working with the latest runtime
  • Using Unity 5 for the first time to create levels and objects
  • Creating visual scripts to control the logic and behaviour of your game
  • implementing immersive effects such as particles and audio

You will put your skills into practice by building your very first virtual reality game, a shooting range featuring interactive targets, laser sights and a head tracking weapon. Course resources including 3D models, textures and audio files have also been provided for you.

When you have finished this course you will have a working game for the Oculus Rift which you can share with the world via the Oculus Rift website.

Welcome to the future of gaming, become an Oculus Rift Developer, enrol on this course now!

What are the requirements?

  • Windows Based PC or Mac running Bootcamp and Windows
  • An Oculus Rift Headset is recommended but not essential
  • A PlayStation Morpheus will also work but completely optional
  • Download Unity 5, The Oculus Runtime and uScript Plugin. This will be shown to you in the course

What am I going to get from this course?

  • Understand what virtual reality is and what specific design elements are required to make a good experience
  • Set up their Oculus Rift to work with their PC
  • Use the Unity Game Engine
  • Create game logic and behaviour using Visual Scripting
  • Create awesome games

Who is the target audience?

  • People wishing to start a career in game design
  • People who own an oculus rift and want to get more out of their hardware
  • Suited for all game development disciplines. Perfect for artists who hate programming languages

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.


Section 1: Introduction

Welcome to this course on Oculus Rift Game Development, my name is Scott Wilson and I will be taking you on a journey to making your creative vision become a reality - Quite literally.


This lesson aims to make you aware of design choices you must make when developing games for a virtual world. The most important factors are control layouts and simulator sickness which can be induced by poor design choices.


In this lesson I will take you through the mechanics of the game that you will be making - a first person reality firing range

Section 2: Getting Started

In this lesson we take a look at the software required to get started with game development with the Oculus Rift.


In this lesson we will do a preparation check to make sure that your Oculus Rift is working correctly with your PC.


In this lesson we will look at Unity 5 for the first time. If you have used Unity 5 before then feel free to skip this step, otherwise lets get going!


In this lesson we will look at creating a floor, some 3D objects and some lighting. Then we will enable our VR headset and take it for a spin.

Section 3: Setting up the firing range

In this lesson we will look at how to import our external assets and organise them properly. We will also import the uScript plugin.


In this lesson we will set up the firing range with a room, materials and targets.


In this lesson we will position our camera properly and create an on screen crosshair.


In this lesson we will create our weapon Game Object consisting of an empty GameObject, a mesh, a muzzle point and laser sight.


In this lesson we will create a bullet object and store it as a "Prefab" so that we can spawn it whenever we want it.

Section 4: Visual Scripting

In this lesson we will look at exactly what visual scripting is.


In this lesson we will go over what Events, functions and variables are and why we need them.


In this lesson we will look at how to set up an input from the mouse and an Xbox controller to fire the weapon. We will also set up a script for our bullets.


In this lesson we will make our cross hair follow the direction of where the camera is looking.


In this lesson we will make the gun follow the direction of our cross hair so we can now aim and shoot our weapon.


Cross hairs are totally last year. In this lesson we will hide the cross hair and use the laser sight to aim our weapon. We will also adjust the position of the laser sight depending on what we are looking at.

Section 5: Target Practice

In this lesson we will look at creating animations for our target when it gets shot and is reset back to normal position


In this lesson we will look at using the Animator panel, aka Mechanim to create a smooth transition between multiple animations


In this lesson we will script our targets to play an animation when it gets shot and reset after a few seconds. We will also look at tagging objects for specific collisions.


To spice things up we will create an additional target that moves at a custom speed between two destinations

Section 6: Additional Effects

In this lesson we will add a gun fire sound to our weapon. Audio is a critical element to any virtual reality game.


Particle effects add another dimension to our game. We will look at creating a flash for our gun fire.


In this lesson we will look at further customising our controls by using "Inputs" rather than KeyCodes. We will also setup Unity to use the Xbox 360 controller rather than a Keyboard. Don't worry if you don't have a controller because the keyboard will still work just fine.


In this lesson we will make some game play and asthetic changes to our game.


In this lesson we will implement additional sound effects, audio mixing and particle systems for a more immersive experience.


In this final lesson we look at how to compile our game into a final executable product ready for sharing.

Thank you very much for enrolling and completing the course. If you get a chance I would love to hear your feedback via private messaging or through a review. Remember that at any point you can ask me questions relating to game design, ideas or virtual reality.

Thank you =)

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Instructor Biography

Scott Wilson, Professional Game Artist, Developer and College Lecturer

I have been playing games since the Sega Genesis and have always been interested in Creative and Digital Media since my early teens. I was first interested in graphic design while doing GCSE and A Level Art during Grammar school. This progressed into a strong interest in traditional film, stop motion and cell animation studies. I then decided that video game development was a creative medium I enjoyed the most.

At the age of 18 I moved to England and trained in AAA game development at Staffordshire University where I learned how to develop games from Design Mechanics, animation, 3D modelling, game engines, level design and motion capture. I graduated with a Distinction in a Masters of Computer Engineering Degree.

During my final two years of university I worked extremely hard not only on my University projects but also as a remote freelance artist with independent studios throughout the world. With enough hard work I managed to get top marks in my education while working in industry.

I am currently a senior lecturer in Game Development where I teach students of all ages from 18 - 60 the many aspects of game development. As well as this, I enjoy working on my own indie titles in my spare time.

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