Course Overview
  • Course introduction by Guido
Writing a Game Design Document (GDD)
  • Initial Design and Planning
  • Be specific!
  • Sample Game Design Document (GDD)
  • Draw a map!
  • Section 2 Summary: write your own GDD!
Getting ready for whiteboxing
  • Which 3D app to use?
  • Setting up your modelling app for Unity
  • Setting up Unity's lighting and importing a character controller
  • Setting up Unity for Whiteboxing - Textures and materials
  • Setting up Unity for whiteboxing with Maya LT
  • Section 3 Summary
2021 Update - what's changed?
  • 2021 Update overview
  • Changes to Unity in 2021
  • Using Blender with Unity
  • Changes to Playmaker
Let's whitebox!
  • Building the starting area
  • Adding height changes
  • Refining the starting area
  • Finishing off the starting area
  • Adding details
  • Adding more details
  • Adding even more details!
  • Know when to stop
  • Breaking up your whitebox
  • Your project
  • Section 5 Summary
Beyond the whitebox: 3rd-Party Assets & Systems
  • Link to the free student version of Playmaker
  • Custom Mouse Cursors
  • Integrating third-party assets
  • Basic Systems Overview
  • Introduction to Triggers
  • Building the crate spawner
  • Moar triggers! Let's use the same trigger as a base for an elevator.
  • Completing the elevator with triggers
  • Introduction to mouse-over interactions
  • Mouse-over interactions - ray distance and mouse on/off
  • Mouse-over interactions and global events to open doors!
  • Section 6 Summary
Putting it all together
  • Putting it all together - Building a land mine
  • Adding a land mine trigger system
  • Making the mine explode!
  • Final touches on the mine
  • Section 7 Summary
Setting up a quest system
  • Introduction to quest systems
  • The Quest Manager
  • GUI Text for quest to guide the player
  • Update: Using GUIs in Unity 5
  • Moving on to the next quest stage
  • Configuring the Quest Manager
  • Collecting items to advance the story
  • Refining the Quest Manager
  • Section 8 Summary
Refining the Quest Stages
  • Quest stages overview
  • Adding quest stages to other FSMs
  • Using global variables to link separate state machines
  • Adding more quest stages
  • Linking multiple state machines
  • Debugging the quest system
  • Finishing off the Quest System
  • Section 9 Summary
Health systems, character controllers, playtesting & GUI
  • Introduction to health systems
  • The Health System in action
  • Introduction to character controllers
  • Building your own character controller
  • Tweaking your character controller and 3rd-party solutions (UFPS)
  • A word on playtesting
  • A word on GUI
  • Section 10 Summary
Shooting and AI
  • Introduction to shooting and AI
  • A closer look
  • Building your own sentry gun turret
  • A basic AI Robot
  • Build your own AI Robot
  • Refining and tweaking the AI Robot
  • Shooting alternative: Hitscan
  • How to set up hitscan shooting
  • Section 11 Summary
Next steps
  • Next steps and wrap-up