(Udemy) Build a Tower Defence Game with Unity and Blender (Penny de Byl)
 
        About Course
Learn how to build a Tower Defence game from scratch with Unity and Blender. This free online course from Udemy will teach you the skills you need to be an independent game developer. This course covers everything from game mechanics and coding in C# to 3D art asset creation in Blender.
In this course, you will learn:
- Pathfinding
- Character Animation
- User Interface Development and Programming
- Economy systems including player lives, and money accumulation & spending
- Special effects including sound effects, particle systems, and explosions
- Automated enemy-sensing towers
- Blender
- Modular 3D art assets for game level design
- Procedurally Generated Textures
- A multipart game character with sub-meshes that can be independently controlled with code in Unity
This course is taught by experienced game developers Penny de Byl and Mike, who have over 40 years of combined experience with Unity and Blender. This course is broken down into two parts that can be taken separately or together.
This free course is available on Theetay, your one-stop shop for free online courses from platforms like Udemy, Udacity, Coursera, MasterClass, NearPeer, and more.
What Will You Learn?
- Work with pathfinding to create autonomous characters that navigate a 3D environment.
- Translate Tower Defence Game Mechanics into C# Code in Unity
- Use Blender to create modular 3D game objects for use in level design
- Design and develop moveable 3D models that can be programmatically moved with C# code in Unity
Course Content
Introduction
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										A Message from the Professor
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										– Introduction04:06
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										– Join the H3D Social Community01:26
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										– Tower Defence Game Mechanics05:49
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										Course Material Download Link00:00
Part A02 Building A Tower Defence World
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										– A Quick Introduction to Navigation Meshes11:06
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										– Creating a Navmesh Agent14:49
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										– Spawning Agents12:31
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										– Timing and Limits15:10
Part A03 Developing Tower Placement Mechanics
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										– Programming Turret Drop Functionality10:33
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										– Programming Turret Drag Functionality11:25
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										– Controlling Turret Placement08:32
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										– Tweaking for Turret Models10:57
Part A04 Creating a User Interface
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										– Adding Buttons to Select Turret Type09:19
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										– Instantiating a Turret from a Button11:06
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										– Developing a Turret Upgrade Menu09:25
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										– Activating and Closing the Upgrade Menu11:24
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										– Challenge Add a new type of turret07:14
Part A05 Tower Defence Artificial Intelligences
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										– Aiming at the Enemies09:43
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										– Tower Horizontal Targeting05:57
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										– Tower Vertical Targeting10:00
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										– Resetting Turrets to Original Positions04:36
Part A06 Building Destructible Enemies
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										– Using Scriptable Objects to Hold Enemy Data10:18
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										– Displaying a Healthbar11:23
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										– Reducing Enemy Health12:50
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										– Improving Shooting Accuracy07:38
Part A07 Customising with Scriptable Objects
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										– Customising Turret Properties09:28
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										– Programming with Turret Properties09:26
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										– Defining Individual Turret Types16:05
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										– Defining Individual Creep Types13:41
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										– Manually Working with Colliders05:43
Part A08 Sounds and Visual Effects
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										– Building the Environment11:02
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										– Placing Platforms10:45
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										– Finessing Shooting Sounds09:39
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										– Particle System Flames13:31
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										– Switching Particle Systems on and off06:05
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										– Adding Shooting Effects for TwoGun Towers14:30
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										– Enemy Death Explosions Part 111:43
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										– Enemy Death Explosions Part 213:38
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										– Enemy Death Explosions Part 306:07
Part A09 Tower Defence Game Mechanics
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										– Waves Part 110:25
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										– Waves Part 207:03
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										– UI Layout for Game Information10:13
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										– Displaying Wave Counts06:42
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										– Making Money10:22
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										– Counting Lives07:46
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										– Changing the Game Timescale10:35
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										– Spending Money on Towers13:54
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										– Upgrading and Removing Towers15:24
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										– Game Over12:32
Part 2 B02 Orentation
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										– Project Overview02:14
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										– Reference Material02:33
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										– Our Workflow01:45
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										– Multiple Approaches02:25
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										– Are You Stuck04:41
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										– Share Your Work02:21
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										– Course Resources01:37
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										– Help I Have Made a Complete Mess02:27
Part B03 New To Blender Start Here
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										– Recommended Preferences13:48
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										– Editors and Workspaces06:24
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										– Context Matters04:36
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										– The 3D Viewport08:10
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										– Walk Mode03:22
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										– 3D Editor Modes03:55
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										– Blender Is Shortcut Heavy01:36
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										– F3 to Search01:51
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										– Adding Objects03:57
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										– Transforming Objects09:44
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										– Origins 3D Cursor08:54
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										– Snapping07:20
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										– Duplication09:58
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										– Units and Entering Values06:16
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										– Editing Mesh Data06:48
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										– Objects VS Object Data08:43
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										– Extruding16:40
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										– Naming03:52
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										– Selecting Loops05:49
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										– Fills and Insets10:46
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										– Separate and Join07:14
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										– Parenting05:03
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										– Collections03:29
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										– Bevels05:10
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										– Mirroring05:13
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										– Adding More Details17:49
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										– Linked Data09:18
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										– Viewport Shading03:28
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										– What is a Material02:59
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										– Material Properties12:30
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										– Shading Workspace Overview04:58
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										– See What the Camera Sees03:27
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										– Render Engines09:45
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										– Adding Lights To A Scene11:06
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										– Configuring Render Settings08:58
Part 2 B04 Establishing Our Pipeline
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										– Section Introduction02:28
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										– Origins Are Important07:58
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										– Applying Transforms04:17
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										– Grid Snapping03:53
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										– Block Model The Environment11:49
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										– Local View Hiding04:04
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										– Using Collections06:04
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										– Block Modelling A Turret11:20
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										– ReLinking Duplicates03:02
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										– Adding Materials12:09
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										– Unity Opening blend Files04:20
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										– FBX Exporting09:04
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										– Mistakes Happen00:55
Part 2 B05 Modular Models
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										– What is Modular04:29
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										– Symmetrise And Mirrors08:02
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										– Mirror Tools Addon05:00
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										– What Parts and Parenting09:22
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										– Exporting Parented Objects 105:48
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										– Exporting Parented Objects 206:57
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										– Making a Standard Base06:58
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										– Making a Standard Core13:09
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										– Joining Objects03:50
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										– Snapping and Pivot Points12:12
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										– Scaling Positions02:51
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										– Duplicates Vs Circular Array09:51
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										– A Simple Driver04:44
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										– Finishing The Basic Gatling06:52
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										– Lets Export and Test09:30
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										– Bevelling Vertices04:55
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										– Face Intersect04:30
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										– The Boolean Modifier06:41
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										– Finishing the Rocket Launcher19:07
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										– Common Things To Miss03:39
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										– Making The Flamer Thrower18:21
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										– Using Curves for Pipes11:14
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										– Adding Details08:38
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										– Adding Detail Components14:30
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										– Testing The Final Model08:45
Part 2 B06 Procedural Materials
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										– Why Procedural Materials05:14
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										– Shading Workspace Overview04:20
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										– New Workspace Layout03:19
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										– Setup Our Render Pipeline07:35
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										– Nodes Sockets and Noodles12:28
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										– Playing With Masks16:16
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										– Creating a Basic Edge Mask11:55
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										– Creating A Group Node12:57
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										– Adding Detail to the Edge Mask14:08
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										– Testing Our Detailed Mask08:15
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										– The Ambient Occlusion Node15:04
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										– Using Textures17:55
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										– The Bump Node04:12
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										– Using Our Procedural Textures22:23
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										– Add Materials To All Turrets11:54
PArt 2 B07 Getting Game Ready and Export
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										– Creating a New Image Texture05:04
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										– Smart UV Unwrapping06:33
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										– Multiple Object Unwrap05:00
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										– Baking Settings15:24
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										– Render Passes Baking the Base Colour15:05
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										– Baking the Normal Map09:03
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										– Baking Ambient Occlusion08:01
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										– Baking a Metallic Map08:17
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										– Compositing a Metal Smoothness Texture08:46
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