- Introduction
- Project Setup
- Navigation and Pathfinding I
- Navigation and Pathfinding II
- Navigation and Pathfinding III
- Navigation and Pathfinding IV
- Navigation and Pathfinding V
- Navigation and Pathfinding VI
- Navigation and Pathfinding VII
- Asset Preparation I
- Humanoid Retargeting
- Animation State Machines
- Mecanim with Navigation
- Asset Preparation II
- AI System I
- AI System II
- AI System III
- AI System IV
- AI System V
- The Idle State
- The Patrol State
- The Alerted State
- The Pursuit State
- The Feeding State I
- The Feeding State II
- The FPS Controller I
- The FPS Controller II
- The Attack System I
- The Attack System II
- Player Damage Screen Effect I
- Player Damage Screen Effect II
- Ragdoll Physics
- The Damage System I
- The Damage System II
- Ragdoll Reanimation I
- Ragdoll Reanimation II
- Injured / Damaged Zombies
- Zombie Body Damage
- Zombie Player Awareness
- Adding Multiple Zombies
- Screaming Zombies
- AI Final Tweaks and Fixes
- Scripting the Audio Mixer
- Creating an Audio Pooling System
- Audio Collections with Scriptable Objects
- The Zombie Sound System I
- The Zombie Sound System II
- The Zombie Sound System III
- The Zombie Sound System IV
- Player Damage and Pain Sounds
- The Stamina System and HUD (Creeper 001)
- The Interactive Item Framework (Creeper 002)
- The Elevator Sequence (Creeper 003)
- Constructing Gameplay Elements (Creeper 004)
- The Generic Switch Trigger (Creeper 005)
- Deactivating Lockdown (Creeper 006)
- Spawning the Access Code (Creeper 007)
- Completing Creeper (Creeper 008)
- The Interactive Door System I
- The Interactive Door System II
- The Interactive Door System III
- Making Our Scene Interactive
- Heads Up Display I
- Heads Up Display II
- Player Inventory UI I
- Player Inventory UI II
- Player Inventory UI III
- Inventory System I
- Inventory System II
- Inventory System III
- Inventory System IV
- Inventory System V
- Inventory System VI
- Inventory System VII
- The PDA System I
- The PDA System II
- Dead Earth Part III Preview
What you'll learn
- Develop a robust and extensible artificial intelligence system that syncs with characters' animations
- Use state machine behaviors and animation curves to drive game logic
- Design smart NPCs (non-player characters) that interact with their world in realistic ways
- Understand fundamental game AI concepts like envionement navigation, pathfinding, A*, state machines, animation state machines, etc.
- Import and animate multiple characters in less time with animation re-targeting
- Use ragdoll physics to support body part specific damage along with more realistic death animations (and re-animations)
- Implement screen effects that indicate player damage during attacks
- Identify and prepare assets, models, and animations for your game
- Learn how to use Unity's Mecanim system in conjunction with root motion animation and navigation mesh based pathfinding.
Description
Whether you’d like to create your own sci-fi or first person military shooter, third person action adventure, or even a role playing game, this Udemy course series provides the training you are looking for. Starting from a blank screen, we'll build all of the systems, together, step-by-step for a game called Dead Earth.
Dead Earth is a commercial grade, first-person, action-survival game set in the modern post-apocalypse. As mankind’s last hope,you’ll traverse a fallen world ravaged by a lethal plague. The game presents players with a variety of dangerous environments where the fight for survival gets progressively more difficult as the story unfolds. The infection has manifested in a variety of terrifying ways, so you’ll face a varied set of enemies -- from enraged humanoids to total mutations whose origins are not fully understood.
In this first course, we’ll setup our project and start populating the world. You'll learn how to create smart AI characters that think strategically and realistically navigate their environment, all while avoiding obstacles and pursuing the goals that you give them.
You'll also learn how to tie the physics and animation systems together with the behaviors and states of your in-game characters. This will enable them to interact with their world and with the player physically and visually correctly.
You’ll learn how and when to integrate ragdoll physics with the animation system to offer body part specific damage and more realistic death animations. You’ll even learn how to transition between ragdoll and standard animation systems as we reanimate zombies and other characters that are down, but not out.
Along the way we'll discuss in detail concepts like A*, pathfinding and navigation, state machines, animation state machines, and much, much more. By the time we’re done, you’ll be able to fill your own worlds with noble companions, background characters, and deadly enemies that bring your games to life!
Over the totality of this course series you'll build the full game from the ground up. You'll learn how to:
- Use state machine behaviors and animation curves to drive game logic.
- Create your own missions that chain together different series of game events, unlock additional items and uncover new areas of the world.
- Develop a complete first person arms/weapons management system with melee and ranged weapon support.
- Dive deep into the development of a robust and extensible artificial intelligence system that syncs with your characters’ animations.
- Design smart NPCs for your game who can interact with their world in very realistic ways.
- Build an in-game inventory system for players to manage their weapons, ammo, health boosters, mission items, and more.
- Assemble fully interactive worlds with working doors, elevators, cabinets and drawers.
- Learn how to use scripted events to drive your story line forward.
- Understand fundamental concepts in the field of game AI, like navigation and path-finding, state machines, animation state machines, and more.
- Find out how to import and animate multiple characters in less time using humanoid re-targeting
- Create custom interfaces for health bars, ammo, inventory items, and more.
- Develop your own audio log system for delivering storytelling elements.
- Use a combination of Umbra and custom technology to accelerate real-time lighting and shadows in graphics intensive scenes.
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Información sobre el Instructor

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Game Institute Inc.
Game Development Training, Accreditation, Certification
Game Institute™ is a leading provider of accredited, professional training in the field of video game development. We teach the most important skills necessary for anyone interested in creating video game art and/or writing code for games. We are an independent game development shop ourselves, founded by a team of industry game artists and programmers in the US and UK in 2001. We have trained learners from all around the world, many of whom have gone on to industry jobs.
Students can train directly at our main website, totally at their own pace, or you seek a more structured certification program here with us or through one of over 3000 accredited education partners. We offer tracks for both game artists and game programmers. In addition to high school and college students and industry pros, a significant percentage of our members are amateur, indie, and hobbyist game designers and developers working on their own independent game projects.
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Awesome tutorial!