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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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Last updated 11/2015
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  • 3 hours on-demand video
  • 1 Supplemental Resource
  • Full lifetime access
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What Will I Learn?
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!
View Curriculum
  • 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.

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.

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
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Curriculum For This Course
Expand All 40 Lectures Collapse All 40 Lectures 03:04:49
Getting Started
4 Lectures 08:56

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

Course Introduction

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

Installing the Tools

Create, build and run our first solution.

Our First Game

An Overview of the Game1 class that XNA Game Studio generated for us.
Preview 03:11
2D Graphics
6 Lectures 22:11
Adding assets to the content project.
Loading Content

Liven up your game by drawing 2D graphics.

Preview 04:23

Adding movement to an otherwise static scene.

Adding Movement

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

GameObject2D Class Part 1 - Scene Graph

Adding position, rotation and scale to our base object.

GameObject2D Class Part 2 - Positioning

Creating a GameSprite class that inherits from GameObject2D.
The GameSprite Class
3D Graphics
6 Lectures 24:20

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

3D Coordinate System And Matrices

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

Drawing 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.

Preview 01:27

Building a base object for all our 3D game objects and implementing a basic scene graph
GameObject3D Class

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

GameModel Class

Creating a GameAnimatedModel class that will represent an animated model.

GameAnimatedModel Class
5 Lectures 27:54

Testing the input for different input devices.

Input Test Scene

Using mouse input to manipulate the test scene.

Mouse Input

Using keyboard input to manipulate the test scene.

Keyboard Input

Using gamepad input to manipulate the test scene.

Preview 06:37

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

Input Manager
3 Lectures 08:09

Playing sounds using the SoundEffect and SoundEffectInstance class.

Playing Sound

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

Preview 02:14

Playing Songs
Framework Extended
4 Lectures 25:26

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

Game Scene

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

Hit Detection

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

Main Menu

Using SceneManager to manage and switch between GameScenes.

Scene Manager
The Game
6 Lectures 31:42

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.
The GridElement

Creating the Block class, a level element that collides with the hero and defines the level layout.
The Block

Creating a receiver class, a level element that's controlled by a trigger.
The Receiver

Creating the trigger class, a level element that controls one or more receivers.
The Trigger

Creating the Prop class, a level element that is used to decorate the level.
The Prop
The Game Continued
6 Lectures 36:11

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

Building The Level

Adding the Hero with some basic features
The Hero - Part 1

Adding more features to the Hero.
The Hero - Part 2

We'll create our Finish GridElement, enable the Trigger, Finish collision handling, and add the reset logic for the entire levelscene.
Trigger, Finish and Reset

Implementing the last missing parts, FinishScene, Background music and a perspective camera.
The Finishing Touch

The Level Editor/Builder
About the Instructor
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