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Learn How to Make a Simple Unity 2D Game! (Lua Lander)

6h 40m 41s
English
Paid

Learn How to Make a Simple Unity 2D Game! (Lua Lander) is a 38-lesson 6 hours 40 minutes self-paced course by Code Monkey (Hugo Murracas cardoso). Master Creating 2D Games in Unity and develop a dynamic arcade game inspired by classic lunar landings with your own hands.

Course facts

Lessons
38
Duration
6 hours 40 minutes
Language
English
Instructor
Code Monkey (Hugo Murracas cardoso)
Price
Premium

Master Creating 2D Games in Unity and develop a dynamic arcade game inspired by classic lunar landings with your own hands. You will control a spacecraft, manage speed, tilt angle, and strive for the smoothest landing possible—every maneuver affects the final result.

What You Will Create During the Course

Throughout the course, you will gradually develop a complete 2D game in Unity. During the process, you will learn:

  • work with object physics and collision systems;
  • user input handling and spacecraft control;
  • landscape creation using the Sprite Shape tool;
  • implementation of successful/unsuccessful landing logic;
  • camera setup through Cinemachine;
  • development of a simple and convenient user interface;
  • assembling all elements into a complete game mechanic.

Who the Course is For

The course is aimed at beginner developers who want to gain practical experience in creating 2D games without unnecessary complexity. The material is suitable for those who:

  • are just starting to get acquainted with Unity;
  • want to understand the basic principles of game physics;
  • aspire to learn how to create their own game mechanics;
  • are looking for a practical project to enhance their portfolio.

Course Completion Outcome

By the end of the course, you will have a fully functional game demonstrating an understanding of Unity's basic tools and key principles of 2D game development. The project will serve as a solid foundation for further growth—from gameplay improvement to creating your own game concepts.

Who teaches Learn How to Make a Simple Unity 2D Game! (Lua Lander)? Code Monkey (Hugo Murracas cardoso)

Code Monkey (Hugo Murracas cardoso) thumbnail

Code Monkey is an educational project focused on game development using Unity, created by independent developer Hugo Cardoso. The project is aimed at teaching game programming in C# and working with the Unity engine, from basic principles to advanced architectural solutions.

The main feature of the school is its practical approach: instead of separate, disjointed lessons, students create complete game projects, learning not only the Unity API but also design principles, optimization, building game systems, and writing maintainable code.

Code Monkey's materials include free video tutorials on YouTube, full paid courses, articles, and project examples. Over the years, the project has become one of the most well-known independent educational resources for Unity and C#.

Before launching the educational project, Hugo released his own games through the studio Endless Loop Studios, and then focused on creating educational materials. His teaching style is based on explaining the reasons behind engineering solutions, rather than just demonstrating ready-made code.

In his courses, Hugo pays close attention to:

  • the architecture of game projects;
  • SOLID principles and clean code;
  • event-driven systems;
  • performance optimization;
  • building scalable game mechanics;
  • practical application of modern Unity features.

Today, Code Monkey is considered one of the most authoritative independent educators in Unity training, and his free materials and courses are widely used by both beginner and experienced game developers to enhance their skills.

What lessons are included in Learn How to Make a Simple Unity 2D Game! (Lua Lander)?

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#1: Welcome
All Course Lessons (38)
#Lesson TitleDurationAccess
1
Welcome Demo
07:38
2
Overview
07:08
3
Create Project
12:39
4
Unity Basics
14:48
5
Import Assets, Post Processing
07:23
6
Setup Complete, Project Download
01:55
7
Companion Walkthrough
05:28
8
Create Lander
10:23
9
C# Basics, Player Input
10:12
10
Physics Control
17:03
11
Terrain, SpriteShape
06:18
12
Cinemachine
04:41
13
Background, Sorting Order
05:20
14
Landing Detection
09:12
15
Intermission
00:54
16
Landing Pad
14:07
17
Score Multiplier
12:29
18
Thruster Visuals
11:13
19
Fuel, Pickups
09:39
20
GameManager, Singleton, Coins
11:08
21
UI
21:54
22
LandedUI
09:56
23
Start, Game Over, Restart
12:09
24
Levels
12:28
25
Zoom
10:57
26
Input System Refactoring, Gamepad
10:09
27
Touch Input
06:57
28
Main Menu, Loading, Pause
24:25
29
Sounds and Music
16:57
30
Classic Game Complete
01:23
31
BONUS: Cargo Transport
21:54
32
BONUS: Key Door System
29:06
33
BONUS: Wind Zones
07:43
34
BONUS: Moving Obstacles
06:47
35
BONUS: Turrets
11:18
36
Polish
11:20
37
Final Game Playthrough
05:11
38
Congratulations!
00:29
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What courses are similar to Learn How to Make a Simple Unity 2D Game! (Lua Lander)?

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Frequently asked questions

Can I follow along if I'm new to Unity and C#?
Yes—the course is aimed at beginners, and it starts with project creation and Unity basics before moving into the game itself. You'll also get an introduction to C# alongside player input, so prior coding experience isn't presented as a requirement. Expect to work with physics, collision detection, and game-state logic as you progress. If those ideas are new to you, allow time to experiment rather than trying to match the video runtime.
What will I actually build, and what makes the landing challenging?
You'll build a playable 2D spacecraft-landing game in Unity. The challenge is controlling your movement and tilt so you reach a landing pad without coming in too fast or at the wrong angle. You'll implement the logic that decides whether a landing succeeds, then add systems such as scoring, fuel, and pickups. The project also brings in terrain, camera behavior, interface screens, and restart flow, so you're connecting the controls to an actual game rather than leaving them as an isolated experiment.
Is this a sensible first project if I want to make my own 2D games?
It's a suitable starting point if you want a concrete project rather than a collection of unrelated exercises. A lander gives you a reason to work with player input, physics, collisions, and feedback within one manageable game idea. You don't need to be specifically interested in space games to benefit from that practice. You'll finish with a functional project that can serve as a portfolio starting point or a base for experimenting with your own mechanics.
Will I be coding in Lua or C#, and which Unity tools will I use?
You'll be working with C#; the programming introduction pairs C# basics with player input. For the landscape, you'll use Unity's Sprite Shape tool, while Cinemachine handles camera setup. You'll also work on input through Unity's Input System, with sections addressing gamepad and touch controls. These tools are used within the lander project, so you'll see how they support terrain, camera behavior, and controls rather than studying them only as separate features.
How much time should I set aside to finish it?
Expect 6 hours and 40 minutes of video across 38 lessons. That's the viewing time, not a promise that you'll finish the project in one sitting. If you're building along, you'll need additional time to enter code, set up objects, test landings, and fix mistakes. There's no fixed completion schedule given. A practical approach is to split your study into sessions with room to test what you've added before moving on.
Does it stop at a basic prototype, or do I get to add more game features?
You'll go beyond making a spacecraft move and detecting a landing. The project includes levels, menus, pause and restart behavior, sound, music, and polish. Once the classic landing game is complete, bonus sections add mechanics such as cargo transport and wind zones. That gives you room to explore variations on the core game. The focus remains a simple 2D arcade project, rather than a broad survey of every kind of Unity game.
What could I reuse from this project in a different game?
You can carry over the experience of connecting player input to movement, using physics and collisions to determine outcomes, and showing game information through a user interface. Camera setup, scene presentation, and start, pause, game-over, and restart flows are useful beyond a lander, too. The exact landing rules are specific to this project, but the practice of turning an action into a result and communicating it to the player can help when you develop other 2D mechanics.