Mastering Digital Design - Introduction and Techniques to the Unity Game Engine


Mastering Digital Design - Introduction and Techniques to the Unity Game Engine , Singapore SKillsFuture elarning online course

Course Description

In this course, instructor Alan Thorn explains everything you need to get started in Unity 5. Through clear and concise examples, he will be exploring the basics of Unity in a practical context and will be covering topics ranging from user interface navigation and viewport controls all the way through some of the more in-depth features such as terrain creation, lighting, materials, particle effects, and animation to name a few. Alan Thorn takes us through some great tips and tricks you need to know when working with Unity! Meanwhile, Advanced Game Mechanics in Unity' helps users push their Unity knowledge to the next level. Again, Alan Thorn explores many powerful features in Unity 5, from debugging tools and version control, to 2D sprites and User Interfaces. See how to get started quickly at scripting useful behaviours and functionality for building solid games across many platforms, from endless-runners to shooters.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Know how to navigate and utilize Unity 5
2. Understand the interface, usability and tools in Unity 5
3. Learn in depth about
4. Know the tips and tricks when using Unity 5
5. Be able to advance your understanding in Unity 5
6. Know how to script behaviour and functions for games


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Content

Intro to Unity 5 - Volume 1

Preview Available

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Chapter 1 - Intro

Chapter 2 - Downloading and Installing Unity

Chapter 3 - Creating Your First Project

Chapter 4 - Interface Layouts

Chapter 5 - The Asset Store

Chapter 6 - Viewport Navigation

Chapter 7 - Maximizing Panels

Chapter 8 - Transformations

Chapter 9 - Game Objects and the Object Inspector

Chapter 10 - Starting Your First Game

Chapter 11 - Floors and Materials

Chapter 12 - Mesh Snapping

Chapter 13 - Adding a Roller Ball

Chapter 14 - Camera Controls

Chapter 15 - Meshes and Collisions

Chapter 16 - Completing the Project

Intro to Unity 5 - Volume 2

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Chapter 18 - Day and Night Cycles

Chapter 19 - Audio Overview

Chapter 20 - Playing Music

Chapter 21 - Playing 3D Sound

Chapter 22 - The Audio Mixer

Chapter 23 - Channels and Volumes

Chapter 1 - Intro

Chapter 2 - Complex Meshes

Chapter 3 - Content Creation Tools

Chapter 4 - Exporting 3D Models

Chapter 5 - Importing 3D Models

Chapter 6 - Terrain Overview

Chapter 7 - Creating Terrain

Chapter 8 - Terrain and Height Maps

Chapter 9 - Importing Height Maps

Chapter 10 - Sculpting Terrain

Chapter 11 - Importing Terrain Assets

Chapter 12 - Applying a Terrain Base Texture

Chapter 13 - Texture Painting

Chapter 14 - First Person Mode

Chapter 15 - Water

Chapter 16 - Trees and Collisions

Chapter 17 - Rocks and Grass

Intro to Unity 5 - Volume 3

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Chapter 1 - Intro

Chapter 2 - Getting Started with Lights

Chapter 3 - Spot Lights

Chapter 4 - Directional and Point Lights

Chapter 5 - Gamma and Linear Space

Chapter 6 - Pre-Computed Global Illumination

Chapter 7 - Light Baking

Chapter 8 - Light Probes

Chapter 9 - Physically Based Shading

Chapter 10 - Creating Materials

Chapter 11 - Reflection Probes

Chapter 12 - Emissive Lighting

Intro to Unity 5 - Volume 4

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Chapter 1 - Introduction

Chapter 2 - Getting Started with Particle Systems

Chapter 3 - Sparks and Afterburners

Chapter 4 - Creating Particle Systems

Chapter 5 - Particle Emitters

Chapter 6 - System Properties

Chapter 7 - Particle Velocity

Chapter 8 - Particle Renderers

Chapter 9 - Completing the Particle System

Chapter 10 - Getting Started with Image Effects

Chapter 11 - Blur and Chromatic Aberration

Chapter 12 - Bloom and Edge Detection

Chapter 13 - Antialiasing and Ambient Occlusion

Chapter 14 - Transparency and the Standard Shader

Intro to Unity 5 - Volume 5

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Chapter 1 - Intro

Chapter 2 - Getting Started with Animation

Chapter 3 - Configuring Door Animation

Chapter 4 - Using the Animation Window

Chapter 5 - Keyframes and Curves

Chapter 6 - Animating Push Buttons

Chapter 7 - Object Interaction

Chapter 8 - Animation Controllers

Chapter 9 - Animation Transitions

Chapter 10 - Animation State Machines

Chapter 11 - Event Triggers

Chapter 12 - Character Animation Overview

Chapter 13 - Character Rigging and Avatars

Chapter 14 - Blend Trees

Chapter 15 - Blend Trees and Parameters

Chapter 16 - Root Motion

Creating a Unity Puzzle Game - Volume 1

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Chapter 1 - Introduction

Chapter 2 - Project Overview

Chapter 3 - Configuring a New Project

Chapter 4 - Importing Assets

Chapter 5 - Configuring Meshes and Audio

Chapter 6 - Creating Materials

Chapter 7 - Starting the Level Design

Chapter 8 - Completing the Level Design

Chapter 9 - Using Props

Chapter 10 - Scene Lighting

Chapter 11 - Lightmap Preparation

Chapter 12 - Starting Lightmapping

Chapter 13 - Lightmap Resolution

Chapter 14 - Final Lightmap

Chapter 15 - Adding More Levels

Creating a Unity Puzzle Game - Volume 2

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Chapter 1 - Introduction

Chapter 2 - Exploring Rigged Meshes

Chapter 3 - Bones and Hierarchies

Chapter 4 - Rigs and Avatars

Chapter 5 - Skinning and Muscles

Chapter 6 - Exploring Animation Clips

Chapter 7 - Cheer Animation

Chapter 8 - Walking and Pushing Animations

Chapter 9 - Getting Started with State Machines

Chapter 10 - Parameters and Transitions

Chapter 11 - Completing the Walk Transition

Chapter 12 - Completing the State Machine

Chapter 13 - Scripting with Mecanim

Chapter 14 - Creating Movement Mechanics

Chapter 15 - Looking Forward

Creating a Unity Puzzle Game - Volume 3

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Chapter 1 - Introduction

Chapter 2 - Movement Overview

Chapter 3 - Getting Started with Rotation

Chapter 4 - Completing Player Movement

Chapter 5 - Adding Crates

Chapter 6 - Adding Colliders

Chapter 7 - Planning Collision Detection

Chapter 8 - Point Intersection

Chapter 9 - Movement Validation

Chapter 10 - Hand and Crate Contact

Chapter 11 - Introducing Inverse Kinematics

Chapter 12 - Using Empty Objects as IK End Links

Chapter 13 - Scripting with IK

Chapter 14 - Completing the IK Rig

Chapter 15 - Adding Crate Destinations

Chapter 16 - Detecting End Conditions

Chapter 17 - Creating Chase View Cameras

Creating a Unity Puzzle Game - Volume 4

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Chapter 1 - Introduction

Chapter 2 - The Game Manager

Chapter 3 - Singletons

Chapter 4 - Preparing for Level Switching

Chapter 5 - Checking for a Win Condition

Chapter 6 - Loading the Next Level

Chapter 7 - Real Time Lighting

Chapter 8 - Using Light Probes

Chapter 9 - Adding Background Music

Chapter 10 - Adding a Torch Prop

Chapter 11 - Starting the Fire Particle System

Chapter 12 - Refining the Fire Particle System

Chapter 13 - Completing the Fire Particle System

Chapter 14 - More Prefabs

Chapter 15 - Image Effects

Chapter 16 - Testing Resolution

Chapter 17 - Game Settings

Chapter 18 - Moving Onwards

Creating a Unity Puzzle Game - Volume 5

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Chapter 1 - Introduction

Chapter 2 - The Road Ahead

Chapter 3 - Player Preferences

Chapter 4 - Testing Player Prefs

Chapter 5 - Exploring XML

Chapter 6 - Introducing Data Serialization

Chapter 7 - Serializing Transformation Data

Chapter 8 - Extending the Data Manager

Chapter 9 - Saving and Loading with DataManager

Chapter 10 - Revising the GameManager

Chapter 11 - Saving Games with the GameManager

Chapter 12 - Restoring Games with the GameManager

Chapter 13 - Persistent Data Path

Chapter 14 - Testing Load and Save Games

Chapter 15 - Bug Alert

Chapter 16 - Fixing the Restore Bug with Persistent Objects

Chapter 17 - Conclusion

Unity Tips and Tricks

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Chapter 1 - Introduction

Chapter 2 - Tip # 1 GameObjects and Broadcasting

Chapter 3 - Tip # 2 Procedural Geometry

Chapter 4 - Tip # 3 Alpha Textures

Chapter 5 - Tip # 4 Collision and Mouse Picking

Chapter 6 - Tip # 5 Mesh Import Workflows

Chapter 7 - Tip # 6 Dynamically Loading Images

Chapter 8 - Tip # 7 Lists and Arrays

Chapter 9 - Tip # 8 Coroutines and Yield

Chapter 10 - Tip # 9 Singleton Objects and Persistent Data

Chapter 11 - Tip # 10 Cameras and Depth

Advanced Mechanics in Unity - Volume 1

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Chapter 1 - Intro

Chapter 2 - Start Sculpting

Chapter 3 - Customizing MonoDevelop

Chapter 4 - Components and Transforms

Chapter 5 - Game Objects

Chapter 6 - Transformations and Updates

Chapter 7 - Vectors and DeltaTime

Chapter 8 - Object Communications

Chapter 9 - Triggers and Colliders

Chapter 10 - Trigger Entering

Chapter 11 - Playing Audio

Chapter 12 - Prefabs

Chapter 13 - Game Controllers

Advanced Mechanics in Unity - Volume 2

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Chapter 1 - Intro

Chapter 2 - Manual Sprites

Chapter 3 - 2D Sprites

Chapter 4 - Animating Sprites

Chapter 5 - Sprite Packing

Chapter 6 - Atlas Textures

Chapter 7 - Billboards

Chapter 8 - Orthographic C

Chapter 9 - Sprites and 3D Physics

Chapter 10 - Sprites and 2D Physics

Chapter 11 - Getting Started with Interfaces

Chapter 12 - Panels and Anchors

Chapter 13 - Images and Text

Chapter 14 - Scripting with the UI

Chapter 15 - Buttons

Advanced Mechanics in Unity - Volume 3

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Chapter 1 - Intro

Chapter 2 - Debug Log

Chapter 3 - Visual Debugging

Chapter 4 - Error Logging

Chapter 5 - Editor Debugging

Chapter 6 - Stats Panel

Chapter 7 - Profiler

Chapter 8 - Compilation

Chapter 9 - Breakpoints

Chapter 10 - Watches

Chapter 11 - Immediate Window

Chapter 12 - Call Stack

Chapter 13 - Building For Desktops

Chapter 14 - Building for Mobiles

Advanced Mechanics in Unity - Volume 4

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Chapter 1 - Intro

Chapter 2 - Manual Version Control

Chapter 3 - Git and SourceTree

Chapter 4 - Git Hosting

Chapter 5 - Git Repos

Chapter 6 - Configuring Unity for Version Control

Chapter 7 - Git Ignore

Chapter 8 - The First Commit

Chapter 9 - Working with Commits

Chapter 10 - Reversing Commits

Chapter 11 - Introducing Branches

Chapter 12 - Working on Branches

Chapter 13 - Merging Branches

Chapter 14 - Remote Repos

Chapter 15 - Downloading Repos

Advanced Mechanics in Unity - Volume 5

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Chapter 1 - Intro

Chapter 2 - Persistent Data

Chapter 3 - Data Structures and Serialization

Chapter 4 - XML Serialization

Chapter 5 - Binary Serialization

Chapter 6 - Starting Android Development

Chapter 7 - Using the Accelerometer

Chapter 8 - Acceleration and Angles

Chapter 9 - Normalizing Acceleration Input

Chapter 10 - Input and Axes

Chapter 11 - Singletons in Practice

Chapter 12 - Statics in Practice

Chapter 13 - Particle Systems and Collections

Chapter 14 - Curved Paths

SkillsFuture Credit Eligible
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