Video game designers have next-level creativity and a passion for storytelling. Whether you are an enthusiastic gamer exploring this as a hobby or a design professional looking to expand your career opportunities, this game design course will help you discover new and unique ways to approach video game design and development. You will upgrade your ability to conceptualize, design, and develop your games so you can tackle more complex projects where every detail matters.
During your video game design training, you will learn programming languages, mathematics skills, game asset creation, modern real-time game engines, and general game development techniques. You will gain skills for creating your own textured and lit real-time 3D scenes. By the end of this game design course, you will have built three complete games: a 3D arcade game, a first-person adventure, and a custom game of your own.
In this demanding and growing world of video games, you need to continuously learn video game design to ensure your technical skills are up to date. This comprehensive game design course will challenge you to conjure up intricate worlds and narratives, so you can be competitive and thrive in this in-demand industry.
Note: No prior training or experience is required. This online certificate course is designed and developed by a Unity Authorized Academic Training Partner with over 20 years of professional experience making games and teaching video game development.
Instructor(s):Frank Luna
Frank Luna has programmed interactive 3D computer graphics for more than a decade. He has 15 years of C++ programming experience, having worked as a contractor, with Hero Interactive, and on the open source Scorch 3D engine. Since 2004, he has taught C++ and mathematics for games at the Game Institute. He has also written a number of best-selling textbooks on game and graphics programming, including "Introduction to 3D Game Programming with DirectX 11.0."
John DeGoes
John DeGoes began writing software and designing digital logic circuits during the early 1980s. He has been actively involved in the fields of computer science, mathematics, and game development for more than fifteen years. He has authored two games programming books, "3D Game Programming with C++" and "3D Game Programming with C++ Gold Edition" and several published articles on the subject. DeGoes holds a bachelor's degree in applied mathematics from Montana State University-Billings and is working on his doctorate in applied mathematics.
Gary Simmons
Gary Simmons started programming games in 1981. In May 2000, he founded Mr.GameMaker.com, a teaching site dedicated to helping game programmers (hobbyists and professionals alike) learn cutting-edge game programming techniques. Simmons has published dozens of full-length game development papers and tutorials. He has been teaching since 2001 and also serves as a faculty director.
Adam Hoult
Adam Hoult is the lead technology developer at the Game Institute. He started programming in the early 1980s and has since developed a number of engine and tool design projects. Hoult spent time running a development tools production company and game programming site. Eventually, he teamed up with fellow instructor Gary Simmons to develop the successful Mr.GameMaker.com teaching website.
Brian Hall
Brian Hall is an engineer and AI programmer at Midway Amusement Games. He currently works on advanced AI algorithms for an upcoming action-adventure console title. He has also designed and written parametetric airport generation software for SimAuthor Inc, as well as a real-time CLOD terrain system using real-world satellite imagery and elevation data. Previously, Hall was a senior engineer at Accurate Automation Corporation, where he developed real-time learning systems for detecting pilot-induced oscillations in aircraft.
Requirements:
Hardware Requirements:
- This course must be taken on a PC. Macs and Chromebooks are not compatible.
Prior to enrolling in this course, please ensure that your computer meets the following hardware and software requirements:
- CPU: Intel Core i5 / AMD Ryzen 5
- System Memory: 8 GB or higher
- GPU: DirectX 11 or OpenGL 3.2 compatible graphics card (2 GB+ VRAM)
- Disk: 25 GB+ free space
- Sound: DirectX 11 compatible sound card
Software Requirements:
Other:
- Email capabilities and access to a personal email account.
Instructional Material Requirements:
The instructional materials required for this course are included in enrollment and will be available online.
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Lesson 1
- C# Programming Primer for Unity Game Development
- How to Create a C# Program in Visual Studio
- Console Input and Output
- Variables
- Arithmetic Operators
- Logical Operators
- Random Numbers
- Controlling Program Flow
- Repetition
- Arrays and Multidimensional Arrays
- Functions and Methods
- Classes and Object-Oriented Programming Design
- Strings
- Data Structures
- Mathematics for Game Development
- Real Numbers
- Algebra
- Set Theory and Functions
- Polynomials
- Trigonometry
- Vector Mathematics
- Matrix Mathematics
- Quaternion Algebra
- Linear Transformations
- Analytic Geometry
- General Game Modeling and Texturing
- Interface and Rendering Modes
- Primitives, Meshes, and Mesh Editing
- Pivots and Manipulators
- The 3D Cursor
- Object Join, Separate, Duplication
- Polygon Structure and Count
- Modeling with Bevel, Extrude, and Multiresolution Modifiers
- Spin Tool and Splines
- Image Planes
- Texture Maps and UV Unwrapping
- Creating and Saving Scenes
- Unity Game Engine Foundation
- Creating Projects
- Understanding Unity's User Interface
- Cameras and Viewport Navigation
- Scene Architecture
- Game Objects
- The Inspector
- The Asset Browser
- Real-Time Lighting and Lighting Models
- Pre-Computed Lighting and Lightmaps
- Material Creation and Usage
- Scripting
- Object Physics
- User Input Handling
- Post-Processing
- Particle Systems and Special Effects
- Audio
- User Interface Design and Development
- Menus and Closing Credits
- Game Development Project (3d Arcade Game)
- Advanced Unity Game Development I
- Navigation and Pathfinding
- Asset Preparation and Pipeline
- Humanoid Retargeting and Skeletal Animation
- Animation State Machines
- Mechanism with Environment Navigation
- NPC / Enemy AI Systems Development
- AI State Machines
- AI Player Targeting and Threat Detection
- FPS Movement and Camera Controller
- Screen Image Effects
- Ragdoll Physics and Reanimation
- Body Part Aware Damage Systems
- NPC Player and Environment Awareness
- Audio Mixer Scripting and Pooling and Collections
- Game Sound Systems
- Scriptable Objects
- Player Damage and Pain
- Stamina Systems
- User Interface Design and Development
- Game Development Project (First Person Apocalyptic Shooter)
- Advanced Unity Game Development II
- Interactive Items (Switches, Doors, Keypads, Drawers, etc.)
- Heads Up Displays
- Player Inventory Management System
- In-Game PDA with Imagery, Text and Audio
- In-Game Journals with Image Viewer
- Arms and Weapon System
- Inverse Kinematics for Head Movement
- Procedural IK Stair System
- Navigation Areas
- AI Door Management System
- Potential Visibility Set (PVS) System
- Night Vision Goggles and Flashlights
- Item Collection and Player Backpack
- Player Sickness/Infection System
- Object Outline Effects
- Factions (Friendly/Enemy) System
- NPC Animation and Avoidance Culling
- In-Game Map and Blueprints System
- Lockpicking System
- Missions and Objectives System
- Crafting System
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