Develop your Unity skills further by exploring level design and animation. You will learn the basics of level design in Unity 5 2D. Exciting, engaging level designs are what make for great game play.
This course focuses on designing levels that challenge your players by including terrain and advanced lighting. Explore material creation, physically-based rendering, character animation, and more. By the end of this course, you’ll have developed an advanced knowledge of Unity and its powerful feature-set.
About the Author
Alan Thorn is a multidisciplinary game developer, author, and educator with industry experience of 17 years. He makes games for PC desktop, mobile, and VR. He founded Wax Lyrical Games and created the award-winning Baron Wittard: Nemesis of Ragnarok game, working as designer, programmer, and artist. He has written twenty-three technical books on game development and presented 19 video training courses. These cover game-play programming, Unity development, 3D modeling, and animation.
He has worked in games education as a senior lecturer for Teesside University, a lead teacher for Uppingham School, and a visiting lecturer for the London South Bank University. He is currently the head of department for Games Design and Development at the National Film and Television School.
This video explores the upcoming topics covered in section one, as well as it introduces level design and surrounding ideas.
What is the difference between materials and textures? This video explores materials in depth.
How do we create realistic materials using PBR (Physically Based Rendering)? This video considers the Unity Standard Shader.
When developing games, you’ll often need to build realistic materials from the beginning. This video explores how to achieve this.
This video explores how to create transparent and semi-transparent materials, allowing the player to ‘see through’ objects. This is useful for creating glass objects and holograms.
In this video, we'll explore how to configure Unity’s Color Space. Unity offers Gamma Space and Linear Space. Here, we’ll explore the differences between them.
This video introduces Level Design and prepares for a level design workflow in Unity.
In this video, we’ll explore a 3D environment in the first-person mode and test for mesh collisions.
This video explores how to reset Unity’s scene lighting, ready to create a completely new interior lighting configuration.
This video investigates static objects and point lighting using real-time GI for creating a great starting point in building a level.
Prefabs make level design easier. Using Prefabs, we can make assets from specific meshes. This video explores how prefabs are used for Level Design.
In this video, see how to create a complete environment using Modular Building.
In this video, we’ll explore multi-scene editing that helps us consolidate multiple scenes into one. This makes collaborative work easier.
This video introduces exterior environments in Unity and how to create them.
This video explores how to give life and definition to your terrain through brush sculpting. Use brushes to paint terrain details, such as mountains and valleys.
See how to enhance the realism of your terrain structure, using the smoothing brush to ‘smooth out’ details and extremes in the terrain.
This video examines how to create and assign an appropriate terrain material.
This video prepares our Unity project to paint texture detail onto the terrain.
This video continues texture painting by blending multiple terrain textures together.
This video enhances the realism of our scene by applying image effects to the terrain scene.
This video introduces the variety of light types available in Unity, including Directional, Spot, and Point.
This video explores Direct Illumination using a controlled setup, exploring how light affects an object.
This video explores Global Illumination for simulating bounced light in a scene and enhancing realism.
This video explores how to remove all lighting from a scene. This makes a great blank-canvas starting point for creating believable scene lighting.
This video examines area lights and baked lighting within a scene.
In this video, we'll explore lighting for real-time objects, such as characters and moving props.
This video applies the concepts seen so far to create an exterior scene project.
Blend paint multiple textures onto the terrain using the paint palette.
Add grass props to the terrain.
In this video, we complete the terrain project by adding image effects to the camera.
This video explores how to rotate a Directional Light using the pre-made auto-rotate script.
This video considers how to rotate a Directional Light through scripting.
This video introduces section 7 and the animation workload involved.
This video gets started at creating animations.
This video explores how to create key frame animation for animating the game camera.
In this video, we move forward creating the camera fly-through using Mecanim.
In this video, we further refine the animator graph and connect animation clips to create a camera flythrough.
In this video, we complete the animation. To do this, we use Animation Triggers to connect the animation states.
This video explores the structure of an animated character and its preparation for animation.
This video explores how to apply a generic animation to an imported character.
This video explores how to get a zombie character working with animation.
This video explores how to build and work with character blend trees.
This video completes the character animation. It links user input to character animations.
Packt has been committed to developer learning since 2004. A lot has changed in software since then - but Packt has remained responsive to these changes, continuing to look forward at the trends and tools defining the way we work and live. And how to put them to work.
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