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2023 Game Programmer Course

By Jason Weimann / May 10, 2023
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Unity Setup and Introduction
Lesson 0 – RESOURCES & LINKS
01: Intro to the Unity Game Engine
5 Topics | 1 Quiz
1A – Welcome & Introduction
1B – Game Engines and Unity Versions
1C – Unity Installation & Setup
1D – New Project Creation
1E – Unity Editor Overview
1 – Hub and Unity Editor
02: Art, Players, and Source Control
4 Topics | 2 Quizzes
2A – Importing Art
2B – Sprite Setup & Ground Tiling
2 – Sprite Art & Tiling
2C – Player Creation with Physics and Colliders
2C – Physics Basics
2D – Source Control Setup
03: Writing Player Code
5 Topics | 1 Quiz
3A – Player Script and Starting with Code
3B – Player Horizontal Movement
3C – Basic Jump
3D – Maximum Jump Time
3E – Serializing Fields
3B – Coding Basics
04: Raycasts, Physics, & Grounding
5 Topics | 1 Quiz
4A – Gizmos for Grounding
4B – IsGrounded with Raycast2D
4B – IsGrounded with Raycast2D
4C – Velocity Controls and Ground Platforms
4D – Jump Sprites
4E – Sprite Direction and Method Creation
05: Sprite Animation (Type 1)
3 Topics
5A – Animation with Walking
5B – Animator Transitions and Conditions
5C – Blending and Caching with Animator
06: The physics of Jumps & Sound
6 Topics
6A – Physics Layers and Capsule Colliders
6B – Left and Right Foot Gizmos
6C – Left and Right Raycasts
6D – Double Jump
6E – Jump Sound Effects
6F – Pitch changing with Conditional Assignment
07: Physics Materials and Reactions
4 Topics
7A – Bouncy Spring
7B – Spring Visualization
7C – Cinemachine Camera
7D – Spring Sound
8: Environment Building
5 Topics
8A – Backgrounds
8B – Solid Clear Color and Deep Ground
8C – Water
8D – Water Splash SFX
8E – Environment and Folders
09: Utilizing Prefabs
4 Topics | 1 Quiz
9A – Platform Prefabs
9B – More Grass Platforms
9C – Spring and Water Prefabs
9D – Spike Prefab
9 – Prefabs
10: Review and Refactor
3 Topics
10A – Source Control with Plastic – Reviewing Our Project so far
10B – Script Review – Water Spring Spikes
10C – Player Script Review
11: Build Automation
2 Topics
11A – Build Automation
11B – Sharing – Playing – and Disabling for Pricing
12: Enemy Creation
5 Topics
12A – Jumping Frog
12B – Flipping Frog
12C – Killer Frogs
12D – Variable Jump Frog Prefab
12E – 3D Frog SFX
13: Scene Development – Level 2
4 Topics
13A – Level 2
13B – Snow Graphics and Prefabs
13C – Slipping on the Snow
13D – Slippery Code
14: Scene Development – Menu
3 Topics
14A – Menu Scene and TMP
14B – LoadLevelButton
14C – Generating Art for Backgrounds
15 :New Input System with Player Input
5 Topics | 1 Quiz
15A – New Input System with Playerinput
15B – Player Prefab
15C- Jump Action
15D – Multiplayer with PlayerInputManager
15E – Level 1 with InputManagerPrefab
Inputs & Code
16: Scoring & Coin Interaction
4 Topics
16A – Coins
16B – Coin SFX
16C – PlayerPanel
16D – PlayerCanvas
17: Game Management & PlayerData
4 Topics
17A – PlayerData
17B – GameManager Singleton
17C – GameManager Binding
17D – Serializable PlayerData
18: Damage, SFX, & Impacts (with Lava)
4 Topics
18A – Lava Prefab
18B – TakeDamage Stub
18C – Damage Knockkback
18D – Hit Sfx and Death Fix
19: Nested Prefabs & Player UI
5 Topics
19A – Nested Player Panel Prefabs
19B – Basic Health Binding
19C – Coin Events
19D – Health Changed Event
19E – More with Events
20: GameManager and PlayerInputManager
6 Topics
20A – GameManager and PlayerInputManager
20B – New Game Button and AddListener
20C – GameData
20D – Single Saved Game
20E – AllGamesList
20F – Multiple Saved Games
21: Saved Game Management
5 Topics
21A – NewGamesList
21B – Delete Game Button
21C – Confirmation Dialogs
21D – Debugging with Breakpoints
21E – Menu Cleanup and Memory Consideration
22: Effectors & Gizmos (in the sandbox)
5 Topics
22A – Sandbox
22B – One Way Platforms
22C – Manually Moving Platforms
22D – Manually Moving with Gizmos
22E – Sticking Moving Platform
23: Particle Systems, Collisions, & Vector3.Dot
4 Topics
23A – Bricks
23B – Brick Break Particles
23C – Brick Particle Cleanup
23D – Player Stop
24: Lasers & Switches
6 Topics
24A – Yellow Laser Switch
24B – Laser Line Renderer
24C – Laser Responsiblities
24D – Dynamic Laser Hits
24E – Laser Destruction
24F – RedBricks
25: Enemy Creation – Ladybug
5 Topics
25A – Ladybug
25B – Turnaround Bug
25C – GizmoBug
25D – Downward Gizmo
25F – RayDown
26: Ladybug Laser Impacts & Bouncing Physics
5 Topics
26A – LadyLaser
26B – Laser Star
26C – Turnaround Mask
26D – Ignore From Top
26E – BouncePlayer
27: Create Concept Art & Turn it into game art
5 Topics
27A – Concepts
27B – Importing
27C – DogSetup
27D – Dog Laser
27E – Dog Assignment
28: Character Animation (Type 2)
4 Topics
28A – Player Robot Art
28B – Robot Animations
28C – Animator Swap
28D – Lerp
29: Weapon Systems – Blaster
4 Topics
29A – Blaster
29B – BlasterShot
29C – PlayerDirection
29D – Facing Left
30: Intro to Interfaces – Abstracting Damage Types
4 Topics
30A – Blasting Dogs Only
30B – Bricks and Bugs
30C – ITakeDamage
30D – Explosion on Impact
31: Multiplayer Layers
3 Topics
31A – Multiplayer Layers
31B – TargerGroupCamera
31C – MultiplayerCameraSetup
32: Performance Profiling & Generic Pooling
5 Topics
32A – Shot Performance
32B – Pooling Intro
32C – Blaster Pool
32D – PoolManager
32E – Generic Pooling
33: Blaster Animation & Ducking Lasers
5 Topics
33A – Blaster Animation
33B – Duck
33C – DuckBehavior
33D – Moving Lasers
33E – Ducking the Laser
34: Inventory & Item Control
5 Topics
34A – Keys
34B – Blaster
34C – Bad Key
34D – PlayerInventory
34E – Key Switching
35: Inventory & Weapon System Integration
4 Topics
35A – BlasterItem
35B – Controller Duck
35C – Stealing Items
35D – BreakPoints
36: Enemy Creation – Bomb Launching Cat
5 Topics
36A – Cat Animation
36B – CatBomb Spawning
36C – CatBomb Script
36D – ShootAnimationWrapper
36E – CatBomb Script Reload Challenge
37: Intro to Timeline – Signals, Audio, ToggleLock
5 Topics
37A – Level Setup
37B – Timeline
37C – Signals
37D – Audio and Activation
37E – ToggleLock Events
38: Creating Dynamic Encounters (Boss Fight!)
7 Topics
38A – Boss Bee
38B – Bee Cinematic
38C – Lighting Platforms
38D – Bee Encounter
38E – Lightning Player Damage
38F – MultiLightning
38G – Fixing with AI
39: Advanced Platformer Player Controller
7 Topics
39A – Platformer Player Planning
39B – CheckGrounding
39C – Raycast Performance
39D – Side Detection
39E – Wall Detection
39F – Using Wall Detection
39G – Stopping Movement
40: Creating Dynamic Encounters Pt 2 – Damage, Random, AI, & Generics + Lasers!
7 Topics
40A – Beeing Damaged
40B – Linear Movement
40C – TransformGrabBag (with AI)
40D – Generics
40E – Move, Idle, Wait
40F – Bee Laser
40G – Bee Damage Challenge
41: Creating Dynamic Encounters Pt 3 – Floods, Priority & Death Physics
7 Topics
41A – Animator Transition Priority
41B – Death Physics
41C – Layers and Contact Filters
41D – Flood Water
41E – Smooth Water
41F – OverlapPoint & WaterFlags
41G – Water Flow Animation
42: Advanced DataBinding (Part 1)
5 Topics
42A – GameManagerEditor
42B – DefaultData
42C – Multiscene Player Persistence
42D – Level and Coin Data
42E – LevelSwitchData Challenge
43: Advanced Databinding (Part 2) – COMING SOON
2 Topics
43A – Binding with Generics
43B – Generic Laser Switches
44: Inventory + DataBinding = Persistence (Player Inventory Persistence)
3 Topics
44A – Binding PlayerInventory
44B – MultiScene Persist
44C – Abstract Classes
45: TileMaps
6 Topics
45A – Level Drawing
45B – TileMaps and Pallets
45C – Environment Tiles
45D – Water and Lava
45E – One Way Platforms
45F – Castle Colliders
46: Interaction System
2 Topics
46A – Doors
46B – Interaction System
47: Splines
5 Topics
47A – Splines Package
47B – Spline Animation
47C – Spline Attack Points
47D – Fish Script
47E – Spikes!
Building games the right way...