Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games


  • Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games, Singapore elarning online course
  • Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games, Singapore elarning online course

Course Description

The Unity Game Engine is among the most popular used today in the Game Industry. This course will give you a Beginner-To-Intermediate understanding of programming and understanding technical scripting and how it is used in today’s popular games. Alan Thorn and Char Morgan will be covering C# fundamentals as well as how to script in Unity using the C# language and the basics in writing scripts in Maya in both MEL and Python respectively. Additionally, learn how to create believable game worlds and behaviours by scripting gameplay in C#. By the end of this course you’ll have established a highly valuable foundation for coding confidently with C# to develop sophisticated games that are impressive and marketable.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Learn how programming is used in game development
2. Understand the technical features of developing games
3. Know and understand the basics of C#
4. Be able to script in Unity
5. Know how to create environment with C#


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Content

C# for Unity Developers - Volume 1

Preview Available

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Creating a C# Script File

Chapter 3 - Compiling and the Console Window

Chapter 4 - Creating a Hello World Application

Chapter 5 - Introducing Variables

Chapter 6 - Writing Expressions with Variables

Chapter 7 - Enumerations

Chapter 8 - Constants

Chapter 9 - Conditional Statements and If

Chapter 10 - For Loop

Chapter 11 - While Loop

Chapter 12 - Functions Introduction

Chapter 13 - Events Introduction

Chapter 14 - Functions with Arguments and Return Values

Chapter 15 - Classes Introduction

Chapter 16 - Rotating Objects with the Transform Class

Chapter 17 - Unity Class Documentation

Chapter 18 - Derived Classes Introduction

Chapter 19 - Extending a Class

Chapter 20 - MonoBehavior

C# for Unity Developers - Volume 2

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Chapter 19 - Transforms and Translations

Chapter 20 - Transforms and Rotations

Chapter 21 - Transforms and Scaling

Chapter 22 - Singletons

Chapter 1 - Introduction

Chapter 2 - Coroutine Details

Chapter 3 - Creating a Coroutine

Chapter 4 - WaitForSeconds and Coroutines

Chapter 5 - Coroutines and Frame Delays

Chapter 6 - Going Further with Coroutines

Chapter 7 - Components and Communication

Chapter 8 - Accessing Components

Chapter 9 - Searching For Components

Chapter 10 - Using BroadcastMessage

Chapter 11 - Polymorphism and Virtual Functions

Chapter 12 - Overriding Virtual Functions

Chapter 13 - Validation with C# Properties

Chapter 14 - Delegates

Chapter 15 - Moving Further with Delegates

Chapter 16 - GameObjects

Chapter 17 - Searching for GameObjects

Chapter 18 - Transforms and Hierarchies

C# for Unity Developers - Volume 3

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Chapter 1 - Introduction

Chapter 2 - Fixing Game Resolution From the Editor

Chapter 3 - Fixing Game Resolution From Script

Chapter 4 - Saving and Restoring Game Resolution

Chapter 5 - Editing Materials From Script

Chapter 6 - Creating Component Dependencies

Chapter 7 - Scheduling Regular Tasks

Chapter 8 - Creating Animation Curves

Chapter 9 - Preparing to Work with Curves

Chapter 10 - Animating Motion with Curves

Chapter 11 - Notifications and Events

Chapter 12 - Making the Notifications Manager a Singleton Object

Chapter 13 - Using .NET Dictionaries to Record Listeners

Chapter 14 - Adding Listener Objects

Chapter 15 - Posting Notifications

Chapter 16 - Moving Further

Intro to Scripting in Maya

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Chapter 1 - Intro

Resource Files

Chapter 2 - What is MEL and Python

Chapter 3 - Procedures and Definitions

Chapter 4 - Variables and Scope

Chapter 5 - Arrays and Lists

Chapter 6 - Pass by Reference

Chapter 7 - Iterators 01

Chapter 8 - Iterators 02

Chapter 9 - Conditional Statements 01

Chapter 10 - Conditional Statements 02

Chapter 11 - Saving and Sourcing

Chapter 12 - Conclusion

Advanced C# in Unity 5 - Volume 1

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Resource Files

Chapter 1 - Intro

Chapter 2 - Course Requirements

Chapter 3 - Getting Started with Movement and Motion

Chapter 4 - Vectors and Coordinate Spaces

Chapter 5 - Delta Time

Chapter 6 - Gizmos

Chapter 7 - Gizmo Icons

Chapter 8 - Quaternions

Chapter 9 - Rotation and Circular Motion

Chapter 10 - Rotation and Looking

Chapter 11 - Rotation and Rotational Speed

Chapter 12 - Orbiting and Movement with Quaternions

Advanced C# in Unity 5 - Volume 2

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Chapter 1 - Intro

Chapter 2 - Player Movement

Chapter 3 - Physics and Collisions

Chapter 4 - World Space vs Local Space

Chapter 5 - Coordinate Space Conversions

Chapter 6 - Gravity and Jumping

Chapter 7 - Quaternion Slerping

Chapter 8 - Vector Projection

Chapter 9 - Terrain Hovering Project

Chapter 10 - Terrain Planar Movement

Chapter 11 - Terrain Elevation

Chapter 12 - Normal Vectors

Advanced C# in Unity 5 - Volume 3

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Chapter 1 - Intro

Chapter 2 - Getting Started with Character Animation

Chapter 3 - Correcting Root Motion

Chapter 4 - Starting a Blend Tree

Chapter 5 - Working with Motion Fields

Chapter 6 - Scripting with Blend Trees

Chapter 7 - JSON Data

Chapter 8 - JSON and Persistent Data

Chapter 9 - Planning an Inventory

Chapter 10 - The Inventory GUI

Chapter 11 - Creating an Inventory Panel

Chapter 12 - Scripting Inventory Items

Chapter 13 - Completing the Inventory

Advanced C# in Unity 5 - Volume 4

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Chapter 1 - Intro

Chapter 2 - Approaching Object Picking

Chapter 3 - Handling Tap Input

Chapter 4 - Introducing Twin Stick Controls

Chapter 5 - Mouse Looking

Chapter 6 - Ammo Prefabs

Chapter 7 - Instantiating Ammo

Chapter 8 - Introducing Ammo Pooling

Chapter 9 - Scripting Ammo

Chapter 10 - Creating an Ammo Manager

Chapter 11 - Creating an Ammo Pool

Chapter 12 - Introducing Queues

Chapter 13 - Managing Ammo Spawning and Conclusion

Advanced C# in Unity 5 - Volume 5

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Chapter 1 - Introduction

Chapter 2 - Preparing for AI

Chapter 3 - Proximity Detection

Chapter 4 - Field of View

Chapter 5 - Line of Sight

Chapter 6 - Navmesh Generation

Chapter 7 - Path-Finding and Steering

Chapter 8 - Codeless Patrolling

Chapter 9 - Introducing FSMs

Chapter 10 - Creating States

Chapter 11 - State Switching

Chapter 12 - Completing the AI

Chapter 13 - Exploring the Patrol State

Chapter 14 - Chase, Attack and Conclusion

Advanced Scripting in Maya - Volume 1

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Resource Files

Chapter 1 - Intro

Chapter 2 - Defining the Problem

Chapter 3 - Design Principles

Chapter 4 - Low Level Procedures

Chapter 5 - Tagging Meshes Procedure

Chapter 6 - Find Objects Procedure

Chapter 7 - Find Blendshapes Procedure

Chapter 8 - Clear Garbage Procedure

Chapter 9 - Export Node Procedures 01

Chapter 10 - Export Node Procedures 02

Advanced Scripting in Maya - Volume 2

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Resource Files

Chapter 1 - Intro

Chapter 2 - Model Procedures

Chapter 3 - Animation Procedures

Chapter 4 - Copy and Connect Skeleton Procedure

Chapter 5 - Transform to Origin Procedure

Chapter 6 - Anim Layer Procedures

Chapter 7 - Set Anim Layers From Settings Procedure

Chapter 8 - Export Procedures

Chapter 9 - Export FBX Animation Procedure

Chapter 10 - Export FBX Character Procedure

Advanced Scripting in Maya - Volume 3

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Resource Files

Chapter 1 - Intro

Chapter 2 - Creating the Main Window

Chapter 3 - Creating Animation UI Elements

Chapter 4 - Setting up Animation Form Layout

Chapter 5 - Creating Model UI Elements

Chapter 6 - Setting up Model Form Layout

Chapter 7 - Pop-up Menus

Chapter 8 - Populating the Root Joint Panel

Chapter 9 - Populating Actor Panel

Chapter 10 - Help Menus

Advanced Scripting in Maya - Volume 4

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Resource Files

Chapter 1 - Intro

Chapter 2 - Defining the UI Behavior

Chapter 3 - Tag for Origin Button

Chapter 4 - Populate Model Export Nodes Panel

Chapter 5 - Populate Geometry Panel

Chapter 6 - Update Model Export Settings

Chapter 7 - Export Buttons

Chapter 8 - Filename UI

Chapter 9 - Popup Menus-Select Delete

Chapter 10 - Popup Menus-Rename

Chapter 11 - Conclusion

Advanced Scripting in Maya - Volume 5

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Resource Files

Chapter 1 - Intro

Chapter 2 - Populate Export Nodes Panel

Chapter 3 - Create New Export Nodes and Popup Menus

Chapter 4 - Update UI Settings

Chapter 5 - Export Node From UI

Chapter 6 - AnimLayer Buttons

Chapter 7 - Export Buttons and Popup Menus

Chapter 8 - Debugging Animation Tab

Chapter 9 - Debugging Model Tab

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