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Build Four Awesome Unity Games with Zero Experience

10h 11m 37s
English
Paid

Dreamed of creating your own video game but didn't know where to start? You've come to the right place. In this course, you'll create four classic arcade games using Unity—the same game engine utilized by industry professionals. Absolute beginners are welcome! No prior programming experience or game development knowledge is required.

Course Overview

The course is tailored for individuals eager to explore game development and enjoy the process of creating games. You will embark on a journey to develop your own versions of legendary games: Pong, Breakout, Space Invaders, and Flappy Bird.

This training is predominantly practice-based: you will dive into tasks immediately, rather than just reading or watching. While working on your projects, you will learn the fundamentals of programming in C#, but only to the extent necessary to start creating games—bypassing unnecessary theory and complexities.

Through this course, you will grasp how different game elements interact with one another and how to leverage this understanding to create your own projects. Ultimately, you will possess not only four fully functional arcade games but also a newfound confidence in your ability to pursue further game development endeavors.

Course Benefits

Forget about endless, outdated, and confusing tutorials—this course offers a step-by-step, clear path to learning.

The course is conducted by an experienced game industry specialist, well-versed in Unity and C# through real-world practice.

Understanding Unity

What is Unity?

Unity is one of the most popular game development platforms in the world, enabling the creation of 2D, 3D, AR, and VR games. It is a powerful tool that allows easy development and publishing of games across multiple devices and platforms.

Chances are, you've already played games developed with Unity—now you have the opportunity to learn how these games work and create your own.

Why is Unity So Popular?

  • Unity offers an extensive range of features and tools designed to streamline game development.
  • It includes built-in physics systems, animation capabilities, and support for third-party assets, facilitating the realization of diverse ideas.
  • A vast community of developers continuously aids in the evolution of Unity, ensuring its place at the forefront of the gaming industry.

All these factors contribute to the high demand for specialists with Unity skills in the job market.

About the Author: Zero To Mastery

Zero To Mastery thumbnail

Zero To Mastery (ZTM) is a Toronto-based online coding academy founded by Andrei Neagoie, originally a senior developer at large Canadian tech firms before turning to teaching full-time. The academy's signature is the cohort-based bootcamp track combined with a deep self-paced course library, all aimed at career-changers and self-taught developers preparing to land software-engineering roles at top companies.

The instructor roster has grown well beyond Andrei to include other senior practitioners: Daniel Bourke (machine learning), Aleksa Tešić (DevOps), Jacinto Wong, and others. Courses cover the full software-engineering career path: web development with React and Next.js, Python, machine learning and deep learning, DevOps and cloud, system design, mobile, and the algorithm / data-structure interview prep that gates engineering jobs.

The CourseFlix listing under this source carries over 120 ZTM courses spanning that full range. Material is paid; ZTM itself runs on a monthly / annual membership model. The teaching style favours long-form, project-based courses where students build complete portfolio-quality applications rather than disconnected feature tutorials.

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#1: Introduction
All Course Lessons (96)
#Lesson TitleDurationAccess
1
Introduction Demo
02:33
2
Installing Unity
09:57
3
Creating a Project
03:38
4
Editor Overview
20:06
5
Custom Layouts
04:19
6
Scenes
05:07
7
GameObjects and Transforms
11:32
8
Assignment: Transforms
07:32
9
Materials
07:23
10
Parents and Children
10:29
11
Prefabs
06:58
12
Components
05:27
13
Variables
12:44
14
First Script
17:21
15
Assignment: Creating Variables
02:23
16
Methods
10:23
17
If Statements
12:31
18
Intro
00:49
19
Create Project and Sprites
09:01
20
RigidBody and Colliders
06:03
21
PlayerController - Part 1
12:49
22
PlayerController - Part 2
09:44
23
PlayerController - Part 3
07:55
24
BallController
12:15
25
Physics Materials
05:07
26
Tags
06:49
27
Reset Ball
10:09
28
GameManager
04:34
29
Canvas
11:17
30
Update Score Text
06:51
31
Intro to Breakout
00:53
32
Create Project and Walls
05:31
33
Create Player
06:04
34
Multiple Inputs and FixedUpdate
06:15
35
Create Ball
06:19
36
Polygon Collider
04:52
37
Blocks and Grid Snap
05:32
38
Destroying Blocks
08:15
39
Block Health
07:55
40
Switch Statements
04:35
41
Unbreakable Blocks
02:52
42
GameManager
08:44
43
KillBox
08:19
44
Reset Ball and Paddle
06:46
45
Win Game Condition
05:31
46
Display Score
04:08
47
Win and Lose Panels
08:46
48
Reload Scene
04:58
49
Remove Player Control
05:26
50
Intro to Space Invaders
00:58
51
Create Project and Import Sprites
05:11
52
Create Player
04:47
53
Input Manager
06:33
54
Time deltaTime
04:11
55
Clamping
04:38
56
Bunkers
03:13
57
Player Laser
04:16
58
KillBox
02:27
59
Instantiate
04:08
60
Shoot Cooldown
01:56
61
Enemies
02:59
62
Prefab Variants
07:48
63
Enemies Manager
07:03
64
Reverse Direction
07:36
65
Bunker Health
06:01
66
GameManager
04:27
67
Enemy Laser
06:23
68
Invoke
05:19
69
Enemy Fire Rate
05:39
70
Player Death
07:06
71
Respawn Player
04:43
72
Check if Player Is Alive
04:22
73
Player Score
02:32
74
User Interface
06:24
75
Destroy Enemy Laser
01:18
76
Reload Scene
06:24
77
Remove Player Control
05:27
78
Sound
04:51
79
Enemy Death Sound
07:46
80
What to Do Now?
00:58
81
Intro to Flappy Plane
01:14
82
Create Project and Import Sprites
05:11
83
Background and Player
05:01
84
Ground and Sorting Layers
08:00
85
PlayerController
10:57
86
Input Cooldown
04:17
87
Spikes
04:57
88
Random Height
03:47
89
Spike Spawner
04:20
90
Destroy Spikes
05:38
91
Moving Ground
11:05
92
Player Death
05:17
93
User Interface
09:17
94
Game Manager
05:37
95
Points
06:18
96
Animations
07:50
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Frequently asked questions

What prerequisites are needed to enroll in this course?
The course is designed for absolute beginners, so no prior programming experience or game development knowledge is required. You will learn the basics of game development and programming in C# as you progress through the course.
What types of games will I build in this course?
Throughout the course, you will develop your own versions of four classic arcade games: Pong, Breakout, Space Invaders, and Flappy Bird. Each project will help you understand different aspects of game development using Unity.
Who is the target audience for this course?
The course is ideal for individuals eager to explore game development for the first time, especially those who enjoy hands-on learning and are interested in creating their own video games using Unity.
How does this course compare in depth and scope to other game development courses?
This course focuses on practical, hands-on experience by immediately diving into game projects, rather than covering extensive theory. It is tailored for beginners looking to quickly start creating games, unlike other courses that might emphasize complex theory.
Which specific tools and platforms will I learn to use?
You will primarily use Unity, a popular game engine among industry professionals, and learn to program with C#. The course includes lessons on creating and managing projects within Unity, handling game objects, and scripting behaviors.
What topics are not covered in this course?
The course does not delve into advanced programming concepts or complex game design theories. It focuses on foundational skills necessary to start building games, avoiding unnecessary theory and complexities.
What is the expected time commitment for completing this course?
The course comprises a total of 96 lessons. While the total runtime isn't specified, the hands-on nature suggests a significant time commitment for project work. Students should be prepared to dedicate time outside of video lessons for practical application.