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 https://spacebox.io/s/plseMCUVUn
1. Introduction to the Unity Editor (Nov 9)
What a game engine is
Parts of the editor
Asset Import Pipeline
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
Assets for multiple platforms
Platform restrictions and limitations
Asset store tools
5. Optimization, distribution, and collaboration (TBD)
Building a distributable project
Occlusion culling and lightmaps
Working with multiple developers
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.