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Unity Game Development Master Class School Of Game Design

Course

UNITY GAME DEVELOPMENT MASTER CLASS SCHOOL OF GAME DESIGN

Category

Unity and Blender Computer Courses

Eligibility

Freshers and Career Changers

Mode

Regular Offline and Online Live Training

Batches

Week Days and Week Ends

Duration :

60 Days

Unity and Blender Objectives

•Learn how to work with Unity and Blender.
•Build and run your first application in Unity and Blender.
•Learn Unity and Blender from scratch. Code like a PRO
•Different tips on how to handle the Unity and Blender interviews.
•Learn How to interact with Unity and Blender, Step By Step
•What is Unity and Blender and How to Build apps using Unity and Blender.
•Learn all the hooks and crooks of Unity and Blender at your pace.
•You will have a strong understanding about how to develop Unity and Blender project.
•Learn Unity and Blender From Beginner To Intermediate Fast! Become a Unity and Blender expert in no time!

unity game development master class school of game design Course Highlights

•Post training offline support available
•Basic Training starting with fundamentals
•Doubt clarification in class and after class
•Create hands-on projects at the end of the course
•We Also provide Case studies for Online Training Courses
•Collaboration With 500+ Clients for Placements and Knowledge Sessions
•One-on-one training, online training, team or Corporate training can be provided
•This Instructor-led classroom course is designed with an aim to build theoretical knowledge supplemented by ample hands-on lab exercises

Who are eligible for Unity and Blender

•Amazon Web Services Administration, Cloud Database Administration, Hadoop Bigdata Administration, Openstack Database Administration, Salesforce Database
•Devops, Javascript, Aws, Amazon Ec2, Angularjs, Vuejs, React.js, Node.js, Ansible, Docker, Startup, Architectural Design, Machine Learning, Python, Cloud
•Java Developers, Dot Net Developers, Network Administration, As400, Msbi, C++, Web Services, Webmethods, Software Testing, Manual Testing, Selenium Testing
•Qa Automation, Ror Developer, Android Developer, Bluetooth Developer, Android Application Developer, Embedded Development, Javascript, Ruby, Postgres, SQL
•Software Developer, IBM MDM, QA, Business Anlaysit, Business Analyst, Software Engineer, Java, Informatica, DataStage, Project Mangement

UNITY GAME DEVELOPMENT MASTER CLASS SCHOOL OF GAME DESIGN Topics

Introduction to Unity 2019
•What is Unity
•Navigating Unity’s updates and new features
•Getting Started With Unity
•What you will learn
•Getting to know the Unity Ecosystem
•overview of the Made With section of Unity3d.com
•overview of the Forum section of Unity3d.com
•overview of the Answers section of Unity3d.com
•overview of the Documentation section of Unity3d.com
•overview of the Asset Store on Unity’s website
•Creating a free user account with Unity
•Downloading Unity Hub
•Install Unity App versions and start new project
•Link Visual Studio to Unity
•Importing the 3D Game Kit
•Creating assets cube and sphere
•Interface overview
•Navigating around the workspace
•Toolbar Tools
•Toolbar Buttons
•Project window
•Scene view
•Game view
•Hierarchy window
•Inspector window
•Customizing your workspace
•Wrap up
•Learn to Code With C#
•Your Resources
•What you will learn in C#
•C# vs .NET
•ide options
•Setup / download Visual Studio
•workspace layout and Visual Studio edits
•Importing the Adventure Sample Game and Folder setup
•Importing the Corridor project
•Folder Setup
•Explore the Console Panel
•Problem Solving in the console panel
•Anatomy of a Script
•Syntax basics
•Debug and String
•Variable Type
•Array
•List
•Array and list Inspector
•Enum (enumeration)
•Variable Attributes Part 1
•Variable Attributes Part 2
•Code example scene setup
•Arithmetic
•Shorthand Arithmetic
•Conditional – if else
•Conditional – if else if
•Conditional Ternary
•Multi Conditional and Expression
•Switch Case Basics
•Switch Case Enum
•Loop Basics
•Nested Loop
•While Loop
•Random Class
•Foreach
•Method Structure
•Method and Parameter
•Method Overloading
•Method Return Values
•Wrap up what you learned
•Game Development Essentials
•Project setup
•Package Import
•Basic scene setup
•Scene Setup continued
•Add material to a cube
•Keyboard input & moving the cube
•Move Back & Forth, Left, Right, Up, Down
•Finding the input on translate in the api
•Find input in API
•Rotating around with input
•Move and rotate together
•Collision & rigidbody
•Collision & rigidbody continued
•Scaling by input
•Color change with input
•Particle system basics
•Impact particle script
•Creating a lightswitch trigger event
•Triggering multiple elements at once
•Triggering multiple elements at once continued
•Triggering an audio clip
•Triggers explained
•Spawner basics
•Adding values to spawned objects
•Applying force to spawned object
•Target hit point refactor
•Camera lookat
•Smooth camera follow
•Camera states
•Camera trigger state events
•Camera minimap setup
•Camera minimap follow
•Camera minimap rotate
•Camera minimap fullscreen
•Player gravity rotation setup
•Player gravity rotation attractor
•Player gravity rotation body
•On mouse events
•Raycast setup
•Raycast – ray and hit
•Raycast – object placement
•Raycast – all and hits
•Raycast – move object
•Move to click position
•Follow mouse position
•Animation setup
•Animator script
•Animator Condition
•Creating a GameObject
•Creating Mesh
•Moving mesh vertices
•Load from resources
•Wrap up what we have learned
•Advanced Level Design with Unity’s 3D Game Kit
•project download and install
•scene setup in the 3D Game Kit
•creating a blank scene for level 2
•overview of the camera settings and cinemachine
•introduction to skyboxes
•terrain generation with the 3D Game Kit
•terrain setup with Unity Terrain Toolbox
•terrain creation with Unity Terrain Toolbox
•tree creation
•tree leaves creation
•interactables – acid moving pad
•interactables – door and pressure pad
•scene setup with prefabs – part 1
•scene setup with prefabs – part 2
•scene setup speed through
•painting objects with the instance painter tool
•creating an instance painter
•simple translator for moving platform
•create a collectable object with the ProBuilder
•adding material texture to the shield
•Shield Placement
•equip the collectable shield
•shield pick up trigger
•shield final adjustments
•enemy detection radius setup
•enemy NavMesh setup
•enemy damageable max hit change
•player max hit and checkpoint change
•trigger door to next level
•lighting and progressive lightmapping
•basic GUI setup
•basic setup and programming for player health UI
•2D Game Design and Development
•Unity Setup
•Project Download
•UI Setup
•Exploring the project
•Setting up your first level
•Building with tiles
•Working with the moving platform
•Working with doors and interactive pads
•Door and Switch setup
•Setting up Enemies
•Create a pushable box and damageable items
•Teleport position and teleport to next scene
•Setting up environment objects acid and spikes
•player setup and downloading a replacement character
•Swap your player character
•Laying out a flat level map for reference while building
•Prepping your new scene
•Laying out the ground tiles with tile map
•Setting up the Dropship
•Destructibles and pushers
•Movers
•Doors
•Door keys
•Scene cleanup and code edit
•Level tile cleanup
•Walkthrough gameplay check
•Environment elements & enemy setup
•Adding details to the scene setup
•Decor speed-through
•Adjusting the game lighting
•Trigger animation script 1
•Trigger animation script 2
•Build and wrap up elements
•Gameplay full walkthrough
•Racing with Physics
•Setting up the Unity Project
•Download and Explore the Package
•Demonstration of the wheel collider
•Walkthrough of the Prefab Vehicles and Camera System
•Laying out a Flat Rough Idea for the Racetrack
•Building out the Track Snapping Explained
•Building out the Track Continued Adjustments
•Building out the Track Final Details
•Test Drive
•Adding the Guardrails and Start Tent
•Build the Terrain
•Setting up Track Option Number 2
•UI Speedometer Setup
•Finishing the Speedometer
•Setting up the UI Timer
•Wrap up the timer and create the countdown UI
•Cleanup project and setup scripts
•Setting up the Countdown System
•Timer and Manager
•Setting up the Checkpoint Trigger
•Track Manager Prefab
•Adding in the Boost Pick Up Element
•Adding in the Jump Pickup Element
•Setting up the Jump Pad
•Prefabs Setup
•Setting up the Minimap
•Adding the Rearview Mirror Camera
•Setting up the Lap Counter UI
•Lap Counter Script Start
•Lap Counter Script Finish
•Laps Complete Script
•Race Complete UI
•Race Complete Buttons and Code
•Scene Setups
•Terrain Edits
•Setting up Additional Vehicles
•Main Menu UI Setup
•Adding Images to the Main Menu UI
•Main Menu UI Buttons and Saving
•Loading part 1
•Loading part 2
•Camera Updates and Additional Cleanups
•Final Race Testing