XNA 3D Game Development By Example

A fast paced, hands-on guide to building a 3D puzzle game for the Windows platform using XNA 4.0
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  • Lectures 40
  • Length 3 hours
  • Skill Level All Levels
  • 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 7/2015 English

Course Description

With the dawn of XNA back in 2006, Microsoft has offered us an easy way to create 3D games, and this framework has evolved to its fourth version.

XNA 3D Game Development By Example is THE video course for starting game development on the Windows platform. This video series will go over the all the essential technical aspects of building good games. This video series will show you how to build a 3D puzzle game for Windows, and point future game developers in the right direction. It will also show you how to design your own framework, something you can use to build upon for future projects.

The XNA framework empowers us to build 2D and 3D games for PC, Xbox 360, and Windows Phone 7, and we'll use those capabilities to create stunning 3D games for Windows. We start with drawing 2D and 3D graphics, both static and animated, followed by several techniques to build a custom framework that'll make your life easier while building games.

We also cover the various ways of handling user input and help set the mood of our game by playing both 2D and 3D sound. Finally, we'll build an actual 3D puzzle game together from the ground up that will run on Windows.

About the Author

Brecht Kets is a Senior Lecturer at Howest University in Belgium, where he teaches game development in one of the leading international game development study programs, Digital Arts and Entertainment. He's been actively involved in game development for several years, and has been writing about XNA since the launch in December 2006. He hosts the website and has received the Microsoft Most Valuable Professional award in the category DirectX/XNA five times in a row for his contributions in the community. Brecht has also co-authored the video series XNA 3D Game Development By Example, Packt Publishing.

Thomas Goussaert graduated in Digital Arts And Entertainment (DAE), from Howest University. With a wide range of skills acquired by his studies, he explored the world of programming and game development. Thomas is always curious and eager to learn new things; always feeding his passion for programming. Now he's a lecturer at Howest University, where he teaches game development in one of the leading international game development study programs, Digital Arts and Entertainment. It's nice to have a passion for programming, but it's even better to share it with the world! Thomas has also co-authored the video series XNA 3D Game Development By Example, Packt Publishing.

What are the requirements?

  • XNA 3D Game Development By Example is the right video course for anyone with a little programming knowledge and C# experience who are interested in game development and want to start building games in XNA for Windows Phones.

What am I going to get from this course?

  • Installing the XNA Game Studio 4.0 and the XNA framework
  • Drawing and mixing 2D and 3D graphics
  • Rendering 3D animations
  • Playing songs as well as 2D and 3D sounds
  • Building a scene graph and level system
  • Handling collisions
  • Creating animated main menus
  • How to build a 3D game!

Who is the target audience?

  • You are interested in game development
  • You want to start building games for Windows Phones
  • You have some programming knowledge

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: Getting Started

Get to know the XNA Framework and get an overview of what we are going to cover in this video series.


Downloading Visual Studio and XNA Game Studio from the APP Hub and installing them.


Create, build and run our first solution.

An Overview of the Game1 class that XNA Game Studio generated for us.
Section 2: 2D Graphics
Adding assets to the content project.

Liven up your game by drawing 2D graphics.


Adding movement to an otherwise static scene.


Building a base object for our 2D game objects and implementing a basic scene graph.


Adding position, rotation and scale to our base object.

Creating a GameSprite class that inherits from GameObject2D.
Section 3: 3D Graphics

Gaining knowledge about the 3D coordinate system in XNA by using and understanding the concept of World, View and Projection.


In this video, we'll draw 3D models.


In this video, we'll draw a 2D background, with a 3D model in front of it; and thus need to reset states on the graphics card.

Building a base object for all our 3D game objects and implementing a basic scene graph

Creating a GameModel class that inherits from GameObject3D. We will use this class to draw models.


Creating a GameAnimatedModel class that will represent an animated model.

Section 4: Input

Testing the input for different input devices.


Using mouse input to manipulate the test scene.


Using keyboard input to manipulate the test scene.


Using gamepad input to manipulate the test scene.


Using a simple input manager to manage input from multiple input devices, while keeping your code readable and maintainable.

Section 5: Sound

Playing sounds using the SoundEffect and SoundEffectInstance class.


Play sounds from a specific location (example: the point of impact of a bomb)

Playing Songs
Section 6: Framework Extended

Creating and using GameScenes to keep your code clean, readable and maintainable.


Creating a Hit Detection system that we'll use for the menu buttons in the next video.


Creating a simple Menu Scene, so we can start or exit a game.


Using SceneManager to manage and switch between GameScenes.

Section 7: The Game

Creating a project and setting things ready to build the game.

Creating the GridElement base class, which we'll use as a baseclass for every level building block.
Creating the Block class, a level element that collides with the hero and defines the level layout.
Creating a receiver class, a level element that's controlled by a trigger.
Creating the trigger class, a level element that controls one or more receivers.
Creating the Prop class, a level element that is used to decorate the level.
Section 8: The Game Continued

Using the XmlDocument object to parse an entire XML file, we'll retrieve data to build the level.

Adding the Hero with some basic features
Adding more features to the Hero.
We'll create our Finish GridElement, enable the Trigger, Finish collision handling, and add the reset logic for the entire levelscene.
Implementing the last missing parts, FinishScene, Background music and a perspective camera.
The Level Editor/Builder

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Instructor Biography

Packt Publishing, Tech Knowledge in Motion

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.

With an extensive library of content - more than 4000 books and video courses -Packt's mission is to help developers stay relevant in a rapidly changing world. From new web frameworks and programming languages, to cutting edge data analytics, and DevOps, Packt takes software professionals in every field to what's important to them now.

From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.

Packt Udemy courses continue this tradition, bringing you comprehensive yet concise video courses straight from the experts.

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