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Unity 5 Professional Guide - Develop a 2D Arkanoid Game!

Think, Understand and Develop a 2D game from scratch on Unity 5. Learn about Transformations, Physics, UI and much more!
4.7 (108 ratings)
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2,437 students enrolled
Last updated 4/2016
English
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Includes:
  • 4 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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Description

In this course you'll think, understand and implement a complete working game on Unity3D. This course is designed for those who have at least a basic knowledge of C#, as we won't go through defining each feature of the language. Also, it would be good if you were comfortable with the Unity 5.x interface. If you're not familiar with these two items, you better off with my first course, which will teach you C# and Unity.

Everything that was used throughout the course (including scripts and the working project) is included as a resource on lecture #2, so I got you covered!

The course starts by giving an introduction of how the game works and what kinds of systems we'll have to implement to make it work flawlessly, which should take around 4 hours.

If you're tired of code-alongs with no explanation whatsoever, this is the course for you, as I actually teach and explain every single line I'm writing. I'll also explain all the decisions that were made to make the game work as it is, so you can be assured you'll have the best game development instructor you could ask for.


Who is the target audience?
  • If you are familiar with C# and have at least a basic knowledge of how coding works, you're good!
  • If you don't know how to use Unity nor what a script is, you better start with my other course instead.
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What Will I Learn?
Master a set of Unity functions that will allow you to create your own games;
Break down a huge problem (a game) into a set of smaller steps to be solved one at a time;
Determine the more efficient and friendly approach to solve a problem.
View Curriculum
Requirements
  • A basic knowledge of C#;
  • A basic knowledge of Unity3D;
  • A copy of Unity 5.x installed (don't worry, it's free!)
Curriculum For This Course
Expand All 23 Lectures Collapse All 23 Lectures 03:58:55
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Introduction
1 Lecture 02:02

In this lecture, we'll go through the covered topics and a few stuff you should know in advance.

Preview 02:02
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Creating a Breakout-like Game!
20 Lectures 03:54:22

In this lecture, we'll set up our project by creating some important prefabs and preparing our scene. The elements you'll use in the course are attached as a resource.

Importing the assets (attached as resource) and creating the prefabs
12:18

In this lecture, we'll learn how to move an element using mouse input.

Preview 17:44

In this lecture, we'll learn how to move an element using keyboard input.

Moving the character using keyboard
04:20

In this lecture, we'll learn how to use the EdgeCollider to dynamically code the limits of our scenario, so the items won't go off-screen.

Coding the physical limits of our scenario
16:30

In this lecture, we'll go through coding the apple. Get ready for a bit of vector math.

Adding the apple (our co-character)
17:26

In this lecture, we'll define where the apple can't go, which will cause a game over.

Coding where the apple can't go
10:24

In this lecture, we'll keep on dealing with collision to destroy the wooden planks.

Destroying the planks we hit
08:24

In this lecture, we'll be using math to solve an equation that will make the columns always fill the entire screen.

Creating groups of planks: The math behind it
06:18

In this lecture, we'll be coding the group of blocks so they respond to the screen resolution. First part.

Creating groups of planks: Coding part 1
14:48

In this lecture, we'll be coding the groups of blocks so they respond to the screen resolution. Second part.

Creating groups of planks: Coding part 2
10:32

In this lecture, we'll make the platform limits respond to the screen resolution as well, so we can't go off-screen.

Defining the movement limits dynamically
05:02

In this lecture, we'll be creating the graphics for our particles. First part.

Creating our particles: The leaves
12:55

In this lecture, we'll be creating the graphics of our particles. Second part.

Creating our particles: The broken wood bits
08:09

In this lecture, we'll be putting the particles to appear in real-time appropriately.

Adding the particles in real time
14:03

In this lecture, we'll be learning how to create animations directly inside Unity and also how to implement a Mecanim state machine to control them.

Using Mecanim to animate the platform
18:52

In this lecture, we'll be playing around with the Unity's UI System just so we get used to how it works.

Understanding the Unity User Interface System
08:14

From this lecture on, we'll be learning how to implement nice and dynamic UI elements in our game.

Creating the Game Over Menu: Part 1
19:03

In this lecture, we'll be codings the buttons of the game over screen.

Creating the Game Over Menu: Part 2
08:42

Keeping on with our UI lectures, we'll be implementing the main menu.

Creating the Main Menu
09:33

In this lecture, we'll learn how to implement sounds in our game.

Adding sounds
11:05

Test out what you've learned throughout this course.

Final Quiz!
4 questions
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Farewell
2 Lectures 02:31

This is just a farewell video. :)

Congratulations & I see you soon!
01:49

Bonus Lecture
00:42
About the Instructor
4.6 Average rating
912 Reviews
7,478 Students
5 Courses
Professional Game Developer

English

I'm professional game developer with years of experience in the industry and passionate about learning and teaching.

I've already taught 10000+ students throughout the platforms I worked at! My teaching methods are simple, though highly effective.

In 2015, I developed the main gameplay systems for the first Angry Birds Virtual Reality Experience ever produced for Rock in Rio Las Vegas. Imgnation Studios (where I work at) partnered with Rovio to develop this title. A couple of months later, I had great contribution on the development of Angry Birds Space, a game made in partnership with Rovio and NASA to celebrate New Horizons pass-by Pluto.

Português

Sou um profissional da área de desenvolvimento de jogos com anos de experiência na industria e apaixonado por aprender e ensinar.

Incluindo todas as plataformas nas quais tenho conteúdo publicado, somo mais de 10 mil estudantes! Meus métodos de ensino são simples mas muito efetivos.

Em 2015, trabalhei nos principais sistemas de Gameplay para a primeira experiência dos Angry Birds em Realidade Virtual, produzido para o Rock in Rio Las Vegas. A Imgnation Studios (empresa onde trabalho) fez uma parceria com a Rovio (desenvolvedora original dos Angry Birds) para o desenvolvimento desse projeto. Alguns meses depois, contribuí amplamente no desenvolvimento de Angry Birds Space, um jogo feito em parceria com Rovio e NASA para comemorar a passagem da New Horizons por Plutão.

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