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Game Developer Apprentice Workshop 1 of 5: Introduction to the Unity Editor

Game Developer Apprentice Workshops: Unity 101

Are you interested in creating your own video games? Do you have an awesome game idea but don’t know how to turn it into a playable game? Game CoLab has now got you covered. 

Unity 101, our first Game Developer Apprentice Workshops, will introduce you to one of the most robust and go-to game engines in existence. This 5-session series is an opportunity to get intimate with Unity, the game engine that has helped democratize game development, and before you know it you’ll be porting your awesome game idea to all kinds of platforms, from console to browser to mobile device.

Unity training at the Game CoLab features a mix of instruction by experienced Unity developers as well as hands on problem solving for the student’s own project.  Utilizing a working professional friendly schedule of one session per month, this series embraces learners of all types.  

The course is designed for individuals who have no experience with Unity or even with game development in general.  No programming knowledge is assumed and a visual scripting system will be employed to remove the need to grapple with traditional programming hang-ups.  

For any programmers in attendance, these sessions will serve to give a strong base to your understanding of how Unity works as a game engine and how you interact with it as a programmer.  Each session starts and ends with concrete example projects showing off the concepts for that session and serving as both a reference for the student as well as a jumping off point for a custom project.  

Session by session you will build your skills and by the end of the series have confidence in your ability to use Unity to realize your vision.

Class size is limited, so sign up today!

Cost: $150 per Class. 

Pay here by Credit Card

1. Introduction to the Unity Editor (Nov 9)

What a game engine is

Parts of the editor




Asset Import Pipeline


Moving objects

Player input

Basic interactions

2. Unity object interaction (Dec 7)

Hierarchy and parenting

Prefabs and instantiation

Colliders and triggers

Layers and tags

Rigidbodies & physics


3. Visuals and audio (Jan 4)

Lights and shadows

Strumpy shader editor




4. Targeting mobile and the web (Feb 1)

Handling 2D in a 3D engine

Touch events

Assets for multiple platforms

Platform restrictions and limitations

Object pooling

Asset store tools

5. Optimization, distribution, and collaboration (TBD)

Building a distributable project

Occlusion culling and lightmaps

Exporting assets

Working with multiple developers

Source control

Instructor: David Koontz

David has worked in IT since 1997 in a variety of roles from network administrator at an ISP to code monkey at a large corporation to a solo consultant and entrepreneur. David currently works as a game developer at Happy Camper Studios and teaches at the Art Institute of Phoenix in the Visual and Graphics Programming track.  

His primary interest is in indie game development using Unity although he has created and maintained several non-game projects such as the Monkeybars GUI library and the Rawr packaging tool, both JRuby based.  

David has also been active in community development, speaking frequently at local events like the Desert Code Camp and IGDA meetings as well as national events such as Unite, South by Southwest (SXSW), Java One, and RubyConf.  He has also conducted many workshops on the topics of game technologies and game development using Stencyl and Unity.

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  • Ian

    Solid class - I'm pretty sure I'm behind the pack, but I was able to follow along well enough. I'm hoping to keep adding to the example game we made in class in order to retain what I learned, and also just find out what else I can do with what David showed us. Needless to say, I'm looking forward to next month!

    2 · November 10, 2013

    • Ben R.

      Thanks for the great review Ian. I'm glad you enjoyed the class!

      November 11, 2013

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