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The Complete Unity Game Developer Bundle By Ben Tristem

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Lessons
337

The Unreal Engine Developer Course: Learn C++ & Make Games

Work Hands-on with the Game Engine Behind Fortnite Battle Royale

By Ben Tristem | in Online Courses

Unreal Engine 4 is the free-to-use game dev platform utilized by triple-A studios and indie developers alike to produce some of the industry's biggest hits, like Fortnite Battle Royale. As such, understanding it is essential if you're keen on becoming a game developer. Led by renowned game dev instructor Ben Tristem, this course will help you make your first 4 video games in Unreal Engine. You'll start by learning C++ from scratch, explore essential coding and design principles, and work toward creating several projects, including a tank game and first-person shooter!

  • Access 337 lectures & 59 hours of content 24/7
  • Learn how to create & mod video games using Unreal Engine 4
  • Walk through building several game projects
  • Take on the basics of coding & game development
  • Learn C++ from scratch
  • Access a free community site to share games & 3D models and connect w/ other students

Instructor

GameDev.tv was created by best-selling instructor Ben Tristem to help anyone learn how to develop, design, and sell indie games. Its team supports Ben in making and maintaining high quality courses that are engaging and entertaining for its students. GameDev.tv offers comprehensive courses on Unity, Blender, Unreal and coding in C#, C++ and more.

Important Details

  • Length of time users can access this course: lifetime
  • Access options: web and mobile streaming
  • Certification of completion included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels

Requirements

  • Internet required

Course Outline

  • First Section
    • 00. Promo Video - 1:46
    • 02. Welcome to the Course - 3:00
    • 03. A Note On Unreal Versions - 1:50
    • 04. Setup Visual Studio or XCode - 4:07
    • 05. Unreal Development Environment - 7:25
    • 06. Intro to Visual Studio 2015 on PC - 7:34
    • 07. Intro to Xcode on MacOS - 5:12
    • 08. How to Ask Good Questions - 10:58
    • 09. A Quick Tour of Unreal Editor - 9:46
    • 10. Section 1 Wrap-Up - 2:43
    • 11. Instructor Hangout - 5:19
  • Section 2
    • 01. Intro, Notes & Section 2 Assets - 3:03
    • 02. Bull Cow Game Overview - 5:33
    • 03. S02 Game Design Document (GDD) - 6:56
    • 04. How Solutions & Projects Relate - 11:09
    • 05. C++ Function Syntax - 7:53
    • 06. Using, #include and Namespaces - 11:34
    • 07. Magic Numbers and Constants - 7:21
    • 08. Variables and cin for Input - 10:00
    • 09. Using getline() - 5:03
    • 10. Simplifying With Functions - 11:42
    • 11. Iterating With For & While Loops - 8:08
    • 12. Mid Section Quiz - 4:52
    • 13. Clarity is Worth Fighting For - 10:19
    • 14. Booleans and comparisons - 11:33
    • 15. Using do and while in C++ - 6:44
    • 16. Introducing Classes - 2:59
    • 17. Using Header Files as Contracts - 11:35
    • 18. Including Our Own Header File - 9:37
    • 19. Instantiating Your Class - 7:00
    • 20. Writing & Using Getter Methods - 9:00
    • 21. Introducing the Const Keyword - 6:20
    • 22. Constructors For Initialisation - 7:50
    • 23. Pseudocode Programming - 9:07
    • 24. Using using for Type Aliases - 9:41
    • 25. Using struct for Simple Types - 10:01
    • 26. Using if Statements in C++ - 13:49
    • 27. Debugging 101 - 7:39
    • 28. A Place for Everything - 7:06
    • 29. Introducing enumerations - 9:55
    • 30. Writing Error Checking Code - 9:17
    • 31. Using switch Statements - 11:57
    • 32. Warm Fuzzy Feelings - 6:31
    • 33. Handling Game Win Condition - Part 1 - 7:58
    • 34. Win or Lose "Screen" - 6:07
    • 35. Introducing Big O Notation - 11:49
    • 36. TMap and map Data Structures - 11:09
    • 37. Range-Based for Loop - 8:58
    • 38. Design a Helper Function - 8:47
    • 39. Playtesting Your Game - 7:59
    • 40. Difficulty & Play Tuning - 9:35
    • 41. Polishing & Packaging - 8:35
    • 42. Section 2 Wrap-Up - 1:17
  • Section 3
    • 01. Intro, Notes & Section 3 Assets - 2:12
    • 02. S03 Game Design Document (GDD) - 2:50
    • 03. Building Escape Overview - 4:35
    • 04. Version Control 101 - 6:42
    • 05. Ignoring Unreal Derived Files - 8:45
    • 06. Your First .gitignore for Unreal - 11:27
    • 07. Getting to Know Unreal’s Editor - 8:23
    • 08. A Pointers Primer - 5:40
    • 09. Unreal’s Class System - 13:04
    • 10. Cloning and Building Our Code - 17:25
    • 11. Runtime Messages for Feedback - 7:18
    • 12. Accessing Object Names - 10:45
    • 13. Include What You Use For 4.17+ - 16:37
    • 14. Getting Transforms in C++ - 12:59
    • 15. Moving Objects With C++ - 12:00
    • 16. Laying Out Geometry - 14:27
    • 17. Applying Materials - 8:38
    • 18. Macros Starting with UPROPERTY - 9:53
    • 19. Using Trigger Volumes - 10:14
    • 20. Unreal’s PlayerController - 10:27
    • 21. Using Collision Volumes - 9:41
    • 22. Using GetTimeSeconds() - 11:27
    • 23. Grabbing System Overview - 5:32
    • 24. Modifying the Default Pawn Actor - 7:28
    • 25. Inherit Game Mode Blueprint - 7:05
    • 26. Getting Player Viewpoint - 12:42
    • 27. Using DrawDebugLine - 12:10
    • 28. Line Tracing AKA Ray-Casting - 10:15
    • 29. LineTraceSingleByObjectType() - 12:03
    • 30. REFERENCES & POINTERS - 14:34
    • 31. Resetting Your Unreal Project - 6:40
    • 32. Using FindComponentByClass() - 8:59
    • 33. Introducing Input Binding - 12:08
    • 34. Accessors & Memory Layout - 9:25
    • 35. Reducing Code in “Hot Loops” - 13:50
    • 36. Using Physics Handles - 12:30
    • 37. Refactoring Rules - 12:25
    • 38. Introducing Unreal’s TArray - 12:07
    • 39. Iterating over TArray with for - 8:27
    • 40. Debugging Game Issues - 7:58
    • 41. Managing Texture Tiling - 8:49
    • 42. Pointer Protection Process - 11:34
    • 43. Exposing Events to Blueprint - 11:36
    • 44. Using Blueprint Timeline - 10:27
    • 45. Everything in its Place - 11:25
    • 46. Using Variables in Blueprint - 8:35
    • 47. SFX & Audio Clips - 6:30
    • 48. Section 3 Wrap-Up - 2:01
  • Section 4
    • 01. Intro, Notes & Section 4 Assets - 1:05
    • 02. Battle Tank Overview - 3:42
    • 03. Game Design Document (GDD) - 6:09
    • 04. Setting Up a GitHub “Repo” - 10:40
    • 05. Creating & Deleting Landscapes - 10:03
    • 06. Landscape Setup & Scaling - 12:15
    • 07. A Landscaping Process - 10:16
    • 08. Upgrading Engine Version - 5:48
    • 09. Using Landscape Layers - 12:11
    • 10. Flat Shading Low Poly Landscapes - 12:38
    • 11. More Landscaping Tools - 12:10
    • 12. Tank Control System - 7:32
    • 13. Actors from Multiple Meshes - 13:42
    • 14. Configuring a Tank - 9:13
    • 15. 3rd Person Camera Control - 14:16
    • 16. Fixing 3rd Person Camera Rotation - 8:06
    • 17. User Interface (UI) in Unreal - 9:18
    • 18. Main Menu Screens - 9:02
    • 19. UI Scale Box, Buttons & Mouse - 11:13
    • 20. Controller Ready Navigation - 8:25
    • 21. Trial Packaging Your Game - 7:08
    • 22. Delegating to Components - 11:20
    • 23. Using Virtual And Override - 14:04
    • 24. Overloading and Polymorphism - 14:27
    • 25. Virtual Functions and Vtables - 11:20
    • 26. Creating an AI Controller Class - 10:56
    • 27. Get the Player Controller with C++ - 9:35
    • 28. Add Tick() to PlayerController - 11:50
    • 29. Creating an Out Parameter Method - 12:09
    • 30. Finding Screen Pixel Coordinates - 13:48
    • 31. Using DeprojectScreenToWorld - 12:49
    • 32. Using LineTraceSingleByChannel() - 15:24
    • 33. Unify Player & AI Aiming - 10:36
    • 34. Create Default Sub Objects in C++ - 12:07
    • 35. BlueprintCallable() - 13:04
    • 36. SuggestProjectileVelocity() - 11:53
    • 37. Predict Projectile Landing Point - 12:16
    • 38. Using FRotators in Unreal - 10:58
    • 39. The C++ Compilation Process - 7:26
    • 40. Using Forward Declarations - 12:37
    • 41. BlueprintSpawnableComponent() - 10:56
    • 42. Review Our Execution Flow - 13:35
    • 43. How to Report Bugs - 10:47
    • 44. Using Clamp() to Limit Values - 14:18
    • 45. CHALLENGE - Turret Rotation - 12:44
    • 46. CHALLENGE - Turret Rotation Pt.2
    • 47. Setting Up Projectiles - 10:34
    • 48. Upgrading to Unreal 4.12 - 11:04
    • 49. Working Round Awkward Bugs - 13:56
    • 50. Using SpawnActor() to Spawn - 11:36
    • 51. Projectile Movement Components - 11:10
    • 52. Making AI Tanks Fire - 10:30
    • 53. EditAnywhere vs EditDefaultsOnly - 8:37
    • 54. Adding a Quit Button - 11:05
    • 55. Setup Track Throttles - 12:31
    • 56. ApplyForceAtLocation() in Action - 12:03
    • 57. Physics Materials & Friction - 14:16
    • 58. Fly-by-Wire Control System - 8:50
    • 59. Using BlueprintReadOnly - 12:46
    • 60. A Better Component Architecture - 12:04
    • 61. Completing Manual Tank Movement - 11:09
    • 62. Introducing AI Pathfinding - 12:03
    • 63. Dissecting RequestDirectMove() - 12:29
    • 64. DotProduct() Vector Operator - 12:30
    • 65. CrossProduct() Vector Operator - 13:42
    • 66. Finalising Your Class Code - 9:28
    • 67. How to Use Blueprint Variables - 10:10
    • 68. Using Enum(erations) in UE4 - 12:06
    • 69. Refactoring our Aiming Component - 14:52
    • 70. Attaching a Debugger to Unreal - 7:22
    • 71. Constructor & Begin Play Timing - 11:58
    • 72. Decoupling Your Architecture - 9:01
    • 73. BlueprintImplementableEvent - 11:57
    • 74. Using the ensure Assertion - 9:32
    • 75. Dependency Mapping - 9:53
    • 76. Talking Head - Real World Skills - 2:29
    • 77. Starting From Green - 11:10
    • 78. Aiming Without the Tank - 13:57
    • 79. Finishing our Refactoring - 14:04
    • 80. Adding TickComponent() Back - 13:06
    • 81. Are Two Floats Equal? - 11:39
    • 82. Programmatic Sideways Friction - 15:18
    • 83. OnComponentHit Event in 4.12 - 8:36
    • 84. Avoiding Boolean Flags - 13:18
    • 85. Improving Tank Aiming - 11:23
    • 86. Tweaking Tank AI - 12:14
    • 87. Making an Ammo Display - 14:23
    • 88. Making an AutoMortar - 14:10
    • 89. Using the Reference Viewer - 14:10
    • 90. Preparing for Particles - 13:22
    • 91. Introducing Particle Systems - 15:54
    • 92. Particle Bounding Boxes - 6:37
    • 93. Using FAttachmentTransformRules - 16:26
    • 94. Radial Forces & Caching - 14:20
    • 95. Using GetTimerManager() - 10:15
    • 96. Using TakeDamage() on Actors - 15:47
    • 97. BlueprintPure & Health Bars - 14:09
    • 98. The Observer Pattern - 14:19
    • 99. Finishing Off - Part 1 - 14:35
    • 100. Finishing Off - Part 2 - 15:47
    • 101. Section 4 Wrap-Up - 3:14
    • 102. Bonus - Switching Cameras - 6:35
    • 103. Fixing The Tank Suspension - 2:21
    • 104. Upgrade to 4.19 And Bug Fixes - 13:07
    • 105. Real-world Vehicle Physics - 8:51
    • 106. Creating Physics Constraints - 15:45
    • 107. Making Springs - 15:32
    • 108. Converting The Spring To C++ - 11:55
    • 109. Attachment, Actors and Components - 13:31
    • 110. SpawnActorDeferred and BeginPlay - 7:14
    • 111. Attaching Constraints In C++ - 13:09
    • 112. Chaining Physics Constraints - 15:42
    • 113. Applying Wheel Driving Force - 11:29
    • 114. Solution: Implement GetWheels() - 10:26
    • 115. Tick Groups And Physics - 18:20
    • 116. Tweaking Linear & Angular Damping - 11:56
    • 117. BONUS: Fixing Collider Issues - 3:21
    • New Lecture
  • Section 5
    • 01. Testing Grounds Introduction - 2:21
    • 02. Testing Grounds GDD - 5:24
    • 03. Using Git LFS (Large File Support) - 15:46
    • 04. Marketing & Markdown - 13:39
    • 05. Use git clean to Revert Project - 11:27
    • 06. The First Person Character - 7:33
    • 07. The Third Person Character - 9:35
    • 08. Introducing AI Behaviour Trees - 8:54
    • 09. Introducing AI Blackboard Data - 10:14
    • 10. Target Points and Patrol Routes - 9:14
    • 11. Using Any Actor for Waypoints - 12:42
    • 12. Options for Grouping Actors - 8:57
    • 13. Blueprint Behaviour Tree Tasks - 14:31
    • 14. Modular Arithmetic & Cycles - 12:45
    • 15. Performance Profiling 101 - 9:22
    • 16. C++ AI Behaviour Tree Tasks - 12:19
    • 17. Reading Blackboard Data in C++ - 9:35
    • 18. The Consequences of Inheritance - 8:36
    • 19. Converting Blueprint to C++ - 12:52
    • 20. Composition over Inheritance - 13:41
    • 21. Talking Head: What We've Covered So Far - 1:34
    • 22. How to Delete a C++ Class - 5:06
    • 23. Instanced Materials - 10:52
    • 24. Introducing AI Perception - 10:50
    • 25. OnTargetPerceptionUpdated Event - 9:47
    • 26. Setting Up Hearing - 8:38
    • 27. The Animation Starter Pack - 12:06
    • 28. Changing a Character’s Animation - 11:16
    • 29. Customising a Character Blueprint - 8:27
    • 30. Sub Behaviour Trees - 8:47
    • 31. Talking Head - Introducing Sam - 0:35
    • 32. Talking Head - Refactoring Superpowers - 1:43
    • 33. Simplifying Our Project - 17:34
    • 34. Renaming & Moving CPP - 13:37
    • 35. Solution: Renaming & Moving CPP - 9:44
    • 36. Holding a Gun with Skeletal Sockets - 14:25
    • 37. Understanding Animation Blueprints - 11:03
    • 38. Creating Animation State Machines - 14:04
    • 39. Movement Blend Spaces - 16:11
    • 40. Offset Animations - 18:04
    • 41. Aiming Blend Spaces Offsets - 6:19
    • 42. Rotating with SetFocalPoint() - 9:47
    • 43. Character Movement vs Rotation - 16:19
    • 44. Control Rotation for Aim - 11:59
    • 45. Behaviour Tree Decorators - 11:32
    • 46. Behaviour Tree Services - 12:56
    • 47. Tweaking AI Behaviour - 5:21
    • 48. Debugging AI Behaviour - 14:39
    • 49. Refactoring to a Gun Actor - 15:29
    • 50. Attaching Actors to Components - 13:03
    • 51. Configuring the Gun - 9:48
    • 52. Moving Files from LFS to Git - 13:50
    • 53. To LFS or Not to LFS? - 13:42
    • 54. Child Actor Components - 8:18
    • 55. IIntroduction to Inverse Kinematics - 6:50
    • 56. Inverse Kinematics with Animations - 10:21
    • 57. Comparing Blueprints with Diffs - 10:50
    • 58. Boolean Blending for Aim States - 10:47
    • 59. Adding Firing Animations - 7:57
    • 60. Animation Notify Events - 10:24
    • 61. Taking Damage in Blueprint - 6:44
    • 62. Death Animations and Refactors - 9:55
    • 63. Switching 1st and 3rd Person - 8:13
    • 64. Owner Invisible Meshes - 9:18
    • 65. Separating Firing from Gun Meshes - 9:42
    • 66. Aiming Our 1st Person Camera - 5:44
    • 67. Architecture of Infinite Runners - 11:09
    • 68. Spawning Terrain in the GameMode - 10:09
    • 69. Level Gating for Testing Grounds - 13:13
    • 70. Swapping Materials in Blueprint - 9:31
    • 71. Garbage Collecting Previous Tiles - 8:10
    • 72. Merging Our TP and FP Files - 17:30
    • 73. Hit vs Overlap Events - 11:12
    • 74. Dynamically Calculating NavMesh - 12:56
    • 75. Keep It Simple Stupid - 10:59
    • 76. Parallel Behaviour Tree Tasks - 17:47
    • 77. Custom BT Tasks and Decorators - 16:40
    • 78. External Build Data in 4.14+ - 9:43
    • 79. Physical Gun Architecture - 18:43
    • 80. Converting a Character BP to C++ - 17:36
    • 81. Who’s Pulled the Trigger? - 17:18
    • 82. Cooldown Nodes & Gameplay Tags - 16:25
    • 83. Animation Montages and Slots - 18:06
    • 84. Reattaching the Gun - 20:01
    • 85. Procedural Level Generation - 20:33
    • 86. Generating Random Numbers - 19:00
    • 87. Spawning Actors in the Tile - 15:47
    • 88. Tempelate Specilization - 15:51
    • 89. Post Processing for Tunnel Vision - 11:32
    • 90. Spawning into Free Space - 16:35
    • 91. Randomising Rotation & Scale - 17:21
    • 92. Possessing and the View Target - 18:03
    • 93. Choosing Waypoint with EQS - 14:17
    • 94. Find Actors of Type from C++ - 19:33
    • 95. Plumbing an Actor Pool Setup - 19:13
    • 96. Using the Pool API - 19:00
    • 97. Using TArray for Pools - 10:53
    • 98. Rebuilding Navigation Meshes - 15:30
    • 99. Structs to Simplify Function Args - 18:20
    • 100. Spawning AI from C++ - 14:10
    • 101. Understanding Function Templates - 10:39
    • 102. Template Specialization - 9:55
    • 103. Spawning Actors in The Tile - 12:40
    • 104. Fixing Double Spawning - 17:18
    • 105. Using the HUD Class - 12:39
    • 106. Post Processing For tunnel Vision - 10:39
    • 107. Recruiting Play Testers - 14:41
    • 108. Smooth Blending the Camera - 11:25
    • 109. Processing and The View Target - 10:36
    • 110. Choosing Waypoint with EQS - 17:52
    • 111. Testing Grounds Wrap-up - 1:46

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Access
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51.5 hours
Lessons
288

Learn 3D Modeling: The Complete Blender Creator Course

Take on the Blender Basics & Work Hands-on with Real 3D Models

By Ben Tristem | in Online Courses

Blender is the free-to-use platform that lets you make high-quality animated characters. Whether you want to create assets for video games or just express yourself via 3D artwork, knowing Blender is key; and you'll come to grips with it as you make your way through this project-based course. Learning from top instructor Ben Tristem and experienced 3D artist Michael Bridges, you'll apply your Blender skills to real 3D models, taking a step-by-step look at building them and being challenged to make them yourself.

  • Access 288 lectures & 51.5 hours of content 24/7
  • Discover how to model, rig & animate 3D models in Blender
  • Create your models for game engines like Unity & Unreal
  • Learn from talking-head videos, diagrams, screencasts & more
  • Access a free community site to share games & 3D models and connect w/ other students

Instructor

GameDev.tv was created by best-selling instructor Ben Tristem to help anyone learn how to develop, design, and sell indie games. Its team supports Ben in making and maintaining high quality courses that are engaging and entertaining for its students. GameDev.tv offers comprehensive courses on Unity, Blender, Unreal and coding in C#, C++ and more.

Important Details

  • Length of time users can access this course: lifetime
  • Access options: web and mobile streaming
  • Certification of completion included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels

Requirements

  • Internet required

Course Outline

  • Section 1 - Setup And Introduction
    • 01. Welcome To The course - 1:08
    • 02. Installing Blender - 4:05
    • 03. Overview Of Blender’s Interface - 10:41
    • 04. Changing Your Viewpoint - 8:03
    • 05. Transforming Objects - 18:15
    • 06. Adding Objects - 19:59
    • 07. Understanding Normals - 7:54
    • 08. The Timeline And Keyframes - 14:30
    • 09. The Camera - 6:46
    • 10. Recording Manual Movements - 6:27
    • 11. Introduction To The Community - 2:53
    • 12. Recommended User Preferences - 12:13
    • 13. Lighting And Rendering An Animation - 20:20
    • 14. End Of Section 1 Challenge - 9:47
    • Free Blender Guide
    • 15. Section 1 Wrap Up - 0:53
  • Section 2 - Basic Rigging
    • 01. Introduction to Section 2 - 1:15
    • 02. The Outliner Getting Your Naming Right - 10:27
    • 03. Basic Selection - 14:20
    • 04. Deletion Options - 10:14
    • 05. Speeding Up Your Selecting - 12:20
    • 06. What Is Topology - 10:32
    • 07. Advanced Selection Methods - 15:21
    • 08. Proportional Editing - 9:42
    • 09. Materials And Shading - 18:03
    • 10. Origins, 3d Cursor And Pivot Points - 11:10
    • 11. Transforms and Applying Them - 4:28
    • 12. Introduction To Parenting - 10:33
    • 13. Empties - 10:07
    • 14. Grouping Objects - 7:17
    • 15. What Is A Rig? - 10:51
    • 16. Armatures - A Bone Based Rig - 18:17
    • 17. Introduction To Constraints - 11:22
    • 18. The Track To Constraint - 20:20
    • 19. Trouble Shooting Rigs Part 1 - 9:01
    • 20. Advanced Layout Controls - 13:19
    • 21. Transferring Data Between Blender Files - 8:38
    • 22. The Dope Sheet - When Keyframes Happen - 10:06
    • 23. The Graph Editor - How Keyframes Happen - 16:44
    • 24. Creating Multiple Animations - 16:46
    • 25. Making Actions Visible Outside Blender - 19:04
    • 26. Exporting From Blender For Unity - 7:45
    • 26. Exporting From Blender For Unreal - 3:22
    • 27. End Of Section 2 Challenge - 6:28
    • 28. Solving Potential UE4 Issues - 5:18
    • 29. Section 2 Wrap Up - 1:17
  • Section 3 - Cube Dude
    • 01. Introduction to Section 3 - 1:21
    • 02. Importing Reference Material - 12:50
    • 03. Object Mode And Edit Mode - 19:00
    • 04. Intersecting Geometry - 11:42
    • 05. Creating New Geometry - 19:57
    • 06. Adjusting Geometry - 17:58
    • 07. The Mirror Modifier - 10:04
    • 08. Checking An Exported Model (In Unity) - 9:48
    • 09. Quick Texturing Our Model (Blender Render) - 10:51
    • 10. UV Unwrapping Overview - 16:47
    • 11. Optimising A UV - 13:46
    • 12. Creating A Texture - 18:04
    • 13. Exporting Just The UV Map - 13:46
    • 14. Checking Our Texture Works Externally - 8:48
    • 15. Applying Multiple Textures To Our Model - 19:51
    • 16. Texturing Our Model (Cycles) - 21:15
    • 17. Generated Textures - 18:17
    • 18. Minimum Skeleton Requirements - 10:36
    • 19. Automatically Linking Our Mesh And Armature - 13:37
    • 20. Vertex Groups - 15:23
    • 21. Checking Your Rig Externally (Unity and Unreal) - 12:44
    • 22. Spaces - 4:56
    • 23. Limiting Joint Movement - 14:34
    • 24. Creating Custom Shaped Bones - 12:06
    • 25. Inverse Kinematics (IK) Introduction - 7:03
    • 26. Adding IK Control Bones - 12:37
    • 27. Adding Pole Targets - 8:25
    • 28. Quickly Mirroring And Renaming Bones - 8:42
    • 29. Re-Rigging The Model - 7:48
    • 30. Extra Control Bones - 10:24
    • 31. Bone Layers - 7:05
    • 32. Researching a Walk Cycle (???) - 5:58
  • Section 4 - Animation Principles
    • 01. Section 4 introduction - 1:49
    • 02. What Is Animation? - 4:20
    • 03. Frame Rate - 9:50
    • 04. Why Not Use Physics? - 17:28
    • 05. Squash And Stretch - 18:17
    • 06. Bone Based Squash and Stretch - 17:18
    • 07. Re-targeting Animations - 13:41
    • 08. Refining Squash and Stretch - 15:42
    • 09. Expanding An Animation - 14:45
    • 10. Animating Can Be Hard - 4:20
    • 11. Using The Grease Pencil - 15:49
    • 12. Animating The Grease Pencil - 13:18
    • 13. Anticipation - 13:00
    • 14. Pose To Pose - Keys - 11:06
    • 15. Pose To Pose - Extremes - 9:18
    • 16. Pose to Pose - Breakdown Poses - 11:30
    • 17. Straight Ahead - 9:24
    • 18. Timing - 13:22
    • 19. Staging - 13:36
    • 20. Ease In and Ease Out - 9:57
    • 21. Follow Through - 19:30
    • 22. Overlapping Action - 8:14
    • 23. Secondary Action - 15:02
    • 24. Exaggeration - 11:43
    • 25. "Solid Drawing" - 10:41
    • 26. Appeal - 5:50
    • 27. Section 4 Wrap Up - 1:01
  • Section 5 - Humanoid Animation
    • 01. Introduction To Section 5 - 2:08
    • 02. Section 5 Outcome - 6:06
    • 03. Remember Your Reference Material - 5:17
    • 04. Quick Editing A Video In Blender - 14:23
    • 05. Using Reference Video In Blender - 13:53
    • 06. Analysing Body Movement: Walking - 11:26
    • 07. Meaningful Markers - 9:05
    • 08. Auto Keying Poses - 11:22
    • 09. Copying And Mirroring Poses - 8:47
    • 10. Adding Overlapping Action - 14:32
    • 11. Refining Our Animation - 15:22
    • 12. Secondary Action For The Walk - 7:54
    • 13. Kevin Parry's 100 Walks - 6:29
  • Section 6 - Simple Low Poly Characters
    • 01. Introduction To Section 6 - 3:55
    • 02. Character Design Specification - 5:28
    • 03. Gathering Your Reference Material - 4:00
    • 04. A 3D Viewport Refresher - 17:44
    • 05. Edit Mode and Object Mode - 18:39
    • 06. Verts Edges and Faces - 18:55
    • 07. Deleting And Filling - 6:46
    • 08. Duplicating - 14:11
    • 09. Workflow- Box Modelling & Poly To Poly - 10:48
    • 10. The Mirror Modifier Revisited - 17:02
    • 11. Loop Cut and Slide - 13:54
    • 12. Duplicate and Separate - 9:42
    • 13. The Solidify Modifier - 19:14
    • 14. Intersecting Geometry Revisited - 16:04
    • 15. Removing Doubles - 9:08
    • 16. Vertex and Edge Slide - 10:21
    • 17. The Snapping Tool - 15:05
    • 18. The Inset Tool - 15:05
    • 19. Visible Layers - 10:50
    • 20. Non-Planar Geometry - 10:15
    • 21. Auto Merging Vertices - 5:12
    • 22. Proportional Editing Revisited - 16:24
    • 23. Ripping - 7:29
    • 24. Select Linked and Make Links - 19:48
    • 25. End Of The Simple Character Section - 1:40

View Full Curriculum


Access
Lifetime
Content
26.5 hours
Lessons
165

The Complete C# & Unity 3D Course: Learn To Code By Making Games

Get Hands-on Training Creating Your Own Games with Unity

By Ben Tristem | in Online Courses

Unity 3D is an industry-favorite tool for creating professional video games, but it can get complicated, especially for newcomers. Famed game dev instructor Ben Tristem is here to demystify Unity and get you creating your own games in this project-based course. Even if you're a complete coding newbie, Ben will walk you through coding with C# and using Unity 3D to build a number of demo games.

  • Access 165 lectures & 26.5 hours of content 24/7
  • Learn how to code w/ C#
  • Walk through creating several demo games w/ Unity 3D
  • Learn from talking-head videos, diagrams, screencasts & more
  • Access a free community site to share games & connect w/ other students

Instructor

GameDev.tv was created by best-selling instructor Ben Tristem to help anyone learn how to develop, design, and sell indie games. Its team supports Ben in making and maintaining high quality courses that are engaging and entertaining for its students. GameDev.tv offers comprehensive courses on Unity, Blender, Unreal and coding in C#, C++ and more.

Important Details

  • Length of time users can access this course: lifetime
  • Access options: web and mobile streaming
  • Certification of completion included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: beginner
  • Note: This course features content from Unity 2017 Personal. The course is 100% compatible with the newer Unity 2018 software update

Requirements

  • Internet required

Course Outline

  • First Steps - Getting Setup
    • Why You Should Buy This Course - 1:26
    • Get Unity & Visual Studio - 8:05
    • How To Use This Course - 6:01
    • Introducing Unity - 15:29
    • The Wonder Of Prefabs - 12:50
    • Introducing Visual Studio - 12:56
    • Instructor Hangout 1.1 - 7:32
    • Section 1 Conclusion - 1:28
  • Terminal Hacker - Basic C#
    • Welcome To Section 2
    • Terminal Hacker Game Design - 5:11
    • Import WM2000 Terminal Asset
    • Using Our Terminal.WriteLine() - 8:40
    • Your First Function
    • Introducing Variables
    • Functions With Variable Parameters - 5:37
    • Messages Are Special Functions - 7:32
    • C# Operators & Expressions - 7:12
    • Conditional Program Flow Using if
    • Instructor Hangout 2.1
    • We’re About To Pick-Up Pace
    • Member Variables To Hold State - 9:22
    • Enumerating Our Game States
    • Refactoring Our Code - 8:48
    • Your First Solo - 12:36
    • Arrays Of Variables - 6:35
    • switch vs if - 11:24
    • Introducing Random Behaviour - 10:31
    • Creating A Win Screen - 9:20
    • Section 2 Integration - 13:44
    • Instructor Hangout 2.2 - 10:49
    • Share Online & Play Test - 9:21
    • Feedback & Bug Fixes - 4:53
    • Section 2 Wrap-Up - 1:50
  • Project Boost - Basic Unity
    • Welcome To Section 3 - 2:01
    • Project Boost Game Design - 5:47
    • Onion Design - 5:31
    • SourceTree Differences on Mac
    • Introducing Version Control - 11:04
    • Add Unity .gitignore Easily - 10:55
    • The Origin Of Our World - 10:25
    • Placeholder Art From Primitives - 12:48
    • Basic Input Binding - 11:44
    • Physics and Rigidbodies - 10:05
    • Coordinate System Handedness - 4:34
    • Using Time.deltaTime - 8:58
    • Instructor Hangout 3.1 - 11:45
    • Adding A Touch Of Audio - 13:52
    • Resolving Movement Bugs - 8:53
    • Using SerializeField vs public - 11:52
    • Tagging Game Objects As Friendly - 10:39
    • Basic Level Design - 8:58
    • Design Levers And Tuning - 8:28
    • Making A Second Level - 9:39
    • Prefabs In Detail - 8:33
    • Level Loading & Scene Management - 9:35
    • Invoke() As A Coroutine Warm-up - 13:43
    • Instructor Hangout 3.2 - 12:16
    • Playing Multiple Audio Clips - 12:06
    • Introducing Particle Effects - 12:38
    • Moving Platform Pattern - 10:19
    • Mathf.Sin() For Movement Cycles - 11:49
    • Protecting Against NaN - 5:49
    • Organise Your Assets - 12:22
    • Light Your Scene - 9:59
    • Nested Prefab Joy - 8:57
    • Make Game Moments - 12:01
    • Debug Keys & Builds - 11:06
    • Instructor Hangout 3.3 - 9:52
    • Looping Through Levels - 10:44
    • Sharing With Teaser Video - 12:54
    • Spit & Polish - 7:31
    • Section 3 Wrap-Up - 1:13
  • Argon Assault - Rails Shooter
    • Welcome To Section 4 - 1:15
    • Argon Assault Game Design - 8:35
    • Update Unity & Create Project - 4:01
    • Create Terrain - 8:29
    • Texture The Terrain - 11:41
    • Add A Skybox - 7:15
    • Add Player Ship - 8:08
    • Setup A Splash Screen - 6:45
    • Playing Music Between Scenes - 7:16
    • Unity’s Waypoint Utility Scripts - 9:42
    • Instructor Hangout 4.1 - 6:46
    • Using Cross Platform Input - 12:06
    • Input Sensitivity & Gravity - 11:09
    • Mathf.Clamp() To Restrict Movement - 7:59
    • Understanding Roll, Pitch & Yaw - 7:22
    • How To Set Local Rotation - 10:19
    • Rotate Ship With Position & Throw - 12:15
    • Time To Tweak And Tune - 11:40
    • Create Bullet Particles - 13:09
    • Explosion Particles & SFX - 12:50
    • Dodge And Shoot - 10:51
    • Instructor Hangout 4.2 - 19:11
    • Project Tidying Checklist - 9:48
    • Triggers & Collisions In Unity - 13:08
    • SendMessage() Between Components - 12:12
    • Enable A Gameobject From C# - 9:42
    • Singleton Pattern Without Statics - 6:54
    • Detecting Particle Collisions - 6:31
    • Making Scripts Add Components - 9:14
    • Instantiating At Runtime - 11:51
    • Add Simple Score UI - 9:12
    • A ScoreBoard Class - 11:56
    • Instructor Hangout 4.3 - 15:03
    • Introducing Encapsulation - 11:52
    • Back-pedalling With Version Control - 10:32
    • Iterating With foreach - 8:06
    • Enemy Health System - 8:19
    • Level Design Beat Chart - 9:58
    • Level Design Iteration - 9:22
    • Introduction To Unity Timeline - 9:15
    • Unity Timeline For Player Path - 12:20
    • Unity Timeline Enemy Waves - 11:00
    • Adding Flavour With Timeline - 10:01
    • Stop Particle Emission In C# - 10:50
    • Visual Polish - 11:57
    • Section 4 Wrap-Up - 1:42
  • Realm Rush
    • Welcome To Section 5 - 3:10
    • Realm Rush Game Design - 5:38
    • Limitations Of Unity Pathfinding - 6:51
    • Z-Fighting And Quads - 11:30
    • [ExecuteInEditMode] Attribute - 14:17
    • Using Text Mesh For Labels - 16:30
    • C-Sharp Lists For Custom Path - 12:21
    • Introducing Coroutines - 13:47
    • Types Of Pathfinding - 9:42
    • The Path Ahead - 3:36
    • Instance Variables And Constants - 15:34
    • The Dictionary Data Structure - 12:20
    • Finding Game Objects By Name - 11:26
    • Explore Thy Neighbour - 13:42
    • Breadth First Search Algorithm - 11:24
    • Introducing C# Queues - 12:28
    • Running Manual Tests - 11:53
    • A Breadcrumb Trail - 11:30
    • Reversing A List - 14:18
    • Adding Production Assets - 12:49
    • Tower LookAt Enemy - 6:17
    • MagicaVoxel Bonus Content - 0:08
    • Another Solo Challenge - 3:04
    • Make Tower Shoot - 12:06
    • Enemy HitPoints - 3:38
    • Check For Distance - 10:32
    • Subtleties Of Spawning - 10:32
    • Revise Coroutines & Much More - 15:25
    • Target Closest Enemy - 13:57
    • Detecting Mouse In 3D - 10:44
    • Conditional Instantiation - 14:48
    • Bloom’s Taxonomy - 7:23
    • Particles & Algorithm Improvements - 15:54
    • Circular Or Ring Buffers - 8:54
    • Implementing A Ring Buffer - 13:07
    • Revising C# Queues - 14:01
    • How To Destroy Particles - 13:00
    • Complete Game Loop - 9:18
    • Health For Base - 8:03
    • Display Health & Score - 11:53
    • Unity Post Processing Stack - 8:08
    • Hook Up SFX - 11:35
    • PlayClipAtPoint() For SFX - 13:26
    • Tune Your Game Moment - 12:46
    • Section 5 Wrap Up - 6:58

View Full Curriculum


Access
Lifetime
Content
17 hours
Lessons
117

The Complete C# & Unity 2D Course: Learn To Code By Making Games

Build a Tower Defense Game, Platformer & More as You Master Unity

By Ben Tristem | in Online Courses

If you're looking to create your own video games, you'll want to get up to speed with Unity, a leading free-to-use development tool. Taking a project-based approach to getting your game dev stripes, this course walks you through creating several games, including a top-down space shooter, tower defense game, and side-scrolling platformer. You'll get up to speed with Unity 2018 and C# and emerge from this course with a solid understanding of the basics of coding and game development.

  • Access 117 lectures & 17 hours of content 24/7
  • Learn the essentials of coding w/ C# & creating games in Unity
  • Get hands-on training building multiple game projects
  • Learn from talking-head videos, diagrams, screencasts & more
  • Access a free community site to share games & art assets and connect w/ other students

Instructor

GameDev.tv was created by best-selling instructor Ben Tristem to help anyone learn how to develop, design, and sell indie games. Its team supports Ben in making and maintaining high quality courses that are engaging and entertaining for its students. GameDev.tv offers comprehensive courses on Unity, Blender, Unreal and coding in C#, C++ and more.

Important Details

  • Length of time users can access this course: lifetime
  • Access options: web and mobile streaming
  • Certification of completion included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels

Requirements

  • Internet required

Course Outline

  • Introduction & Setup
    • Why You Should Buy This Course - 2:35
    • Updating The Course - 1:54
    • Download Unity & Visual Studio - 5:32
    • Your First Code - 10:42
    • Notes For Mac Users - 3:42
    • Community & Support - 6:01
    • Section Wrap Up - 0:25
  • Number Wizard - Basic C# Coding
    • Welcome To Number Wizard Console - 1:46
    • Print To Console With Debug.Log() - 10:52
    • Introducing Variables - 7:23
    • Respond To Player Input - 15:49
    • Using if, else if & else - 5:29
    • Scope And Context Of Variables - 9:50
    • Calculate Guess Variable - 11:29
    • Functions & Encapsulating - 12:01
    • Number Wizard Console Wrap Up - 1:18
  • Text101
    • Welcome To Text101 - 2:44
    • Text101 Game Design - 5:50
    • Creating Sprites In Unity - 14:13
    • UI Canvas & Text - 11:50
    • Update Text Component - 14:23
    • Game States - 7:18
    • Unity Scriptable Objects - 9:09
    • Public Methods & Return Types - 10:34
    • Creating An Array - 13:39
    • Manage Next States - 10:17
    • Game State Story Design - 7:48
    • Organise State Files - 10:33
    • TextMesh Pro & Polish - 13:14
    • Text101 Instructor Hangout #1 - 11:50
    • Publish Your WebGL Game - 10:42
    • For Loops - 11:38
  • Number Wizard UI
    • Welcome To Number Wizard UI - 1:59
    • Number Wizard UI Game Design - 4:07
    • UI Anchors - 9:59
    • Making Buttons - 12:21
    • Button Click Loads Scene - 11:58
    • Load All Scenes - 6:11
    • Prepare Game Screen - 9:39
    • Import & Refactor Code - 7:11
    • Using ToString() - 8:27
    • Use Random.Range() - 8:32
    • Polish & Standalone Build - 10:20
    • NWUI Instructor Hangout #1 - 9:25
  • Block Breaker
    • Welcome To Block Breaker - 1:37
    • Block Breaker Game Design - 5:46
    • Export & Import Package - 13:01
    • World Units & Play Space - 11:45
    • Rigidbody & Colliders - 7:18
    • Add Unity Physics Material - 6:43
    • Colliders, Collision & Triggers - 12:14
    • Move Object With Mouse - 14:53
    • Limit With Mathf.Clamp() - 5:00
    • Distance As A Vector2 - 12:56
    • Launch The Ball - 10:40
    • Block Breaker Instructor Hangout #1 - 7:14
    • Play Space & Gravity - 10:17
    • Destroy GameObject - 9:49
    • Using Prefabs In Unity - 17:12
    • Make A Second Level - 9:21
    • Fraction Too Much Friction - 3:05
    • GetComponent To Play Audio - 10:50
    • Play Random Sound From Array - 10:05
    • PlayClipAtPoint() - 10:02
    • Count Breakable Blocks - 9:24
    • Win The Level & Load - 9:50
    • Using Time.timeScale - 11:46
    • Add Player Score - 8:22
    • Display Player Score - 10:01
    • Implement Singleton Pattern - 17:05
    • Reset Game Session - 8:03
    • Instantiate GameObject - 10:44
    • Using Tags In Unity - 9:41
    • Block Damage Levels - 6:37
    • Damage Affordance - 11:46
    • Smarter maxHits Logic - 10:45
    • Prevent Boring Ball Loops - 11:30
    • Extreme! Tuning! - 8:37
    • Tune & Playtest - 7:09
    • Autoplay for Playtesting - 13:19
    • Make Levels & Upload - 5:52
  • TileVania - 2D Tilemap Platformer
    • Welcome To TileVania - 5:37
    • TileVania Game Design - 5:37
    • Slicing Sprite Sheets - 6:21
    • Intro To Unity Tilemap - 14:42
    • Unity Rule Tiles - 12:29
    • Create Player Idle Animation - 10:14
    • Animation States & Transitions - 8:21
    • Implement 2D Collision - 9:40
    • Maximize Learning Value - 2:49
    • Move Player Horizontally - 11:29
    • Flip Character Sprite - 5:46
    • Instructor Hangout 6.1 - 13:33
    • Animation State In Code - 7:28
    • Jumpy Jumpy - 12:14
    • Jump if IsTouchingLayers - 6:26
    • Climb Ladder - 13:50
    • Climb Ladder Tweaks - 6:28
    • Perspective Vs Orthographic Cameras - 6:24
    • Cinemachine Follow Camera - 11:10
    • Cinemachine Confiner Extension - 8:58
    • State-Driven Cameras - 13:45
    • Prevent Wall Jump - 8:16
    • Making Enemies - 17:50
    • Player Death - 15:19
    • Adding Hazards - 9:38
    • Level Flow Layout - 13:29
    • Level Exit Portal - 13:23
    • Start & Success Screens - 11:21
    • Game Session Controller - 12:08
    • Coin Pickups - 7:27
    • Persistent SFX - 7:28
    • Persistent Score & Lives - 13:31
    • Remembering Pickups - 8:21

View Full Curriculum



Terms

  • Unredeemed licenses can be returned for store credit within 15 days of purchase. Once your license is redeemed, all sales are final.