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Teacher: Bassem Seddik Page 1 of 20
Unity Certified Developer Courseware
Lesson 1: Introduction
1. Exploring the “Zombie Toys” Game Project presentation
The goals of this certification courseware include:
1. Introduction to Unity
2. Exploring the Unity User Interface
3. Using Game Objects and Assets
4. Managing Projects and Assets
5. Preparing Assets for Implementation
6. Assembling the Game Level
7. Lighting in Unity Projects
8. Baking Lighting in Unity Production
9. Animating Objects in the Unity Editor
10. Bringing Animations into the Project
11. Scripting in Unity Development
12. Implementing Navigation and Pathfinding
13. Building the Player and Allies
14. Building the Enemies
15. Creating Particle Systems
16. Adding Audio to Unity Projects
17. Building the Camera and Player Selection System
18. Designing User Interfaces
19. Building and Deploying Unity Projects
20. Preparing for Mobile Deployment
2. How to monetize your game
The purpose of game, as fun as it can be, is often to make money. For this, it could be challenging to choose the
monetization strategy for our game to let the production studio survive. This could be one of the following:
 In app adds
 In app purchases: could start for free then get updates for payment, etc.
It is important to understand the sellers and gamers population. For instance, a game in china (and it’s a must-
consider market) would be different in its content. Also, a lot of new games are going to be played on mobile
phones. We might consider a game geared towards women between 25 to 45 years or rather focus on a wider
population.
Teacher: Bassem Seddik Page 2 of 20
3. Video game production Pipeline
Preproduction: Defining the concept art and story for the game. They are part of the GDD and TDD
documents. It is important that they are prepared before the game creation is started
Production: Create assets and implement game play, create 3D models, environments or animation characters,
bringing them to the game engine then bringing the game to life. It will build our game for its first release.
Maintenance: Fixing bugs and releasing patches in an incremental functionality improvement
Upgrade: building and releasing new content, level, seasonal content, characters, environment, power or prices
available. It is an opportunity to integrate player enthusiasm in the game
Teacher: Bassem Seddik Page 3 of 20
4. Game Studio Roles and responsibilities
Here are the sample roles and equivalent productions made taken from www.artstation.com
This last role depends on the studio scale
Teacher: Bassem Seddik Page 4 of 20
In a large studio, he might focus on only the environment. On a small studio, his role is more abroad.
Implements for example the pickups collection
Teacher: Bassem Seddik Page 5 of 20
He is the interface bew the artist and the game designer. He assures coherency and rediness of GemeObjects. Its
is a variant role. Also particle, shader or economies in game
May create concept art. Building, tearrains. Might be connected or fused with the level designer
Teacher: Bassem Seddik Page 6 of 20
Often work on Zbrush or Mudbx then take the model from High resolution to polygons ready for animation.
Might create concept art as preparation
Depending on the studio size, the size of the game and the funding available, we might also find:
Programmers:
Sound designers:
Musians, coposers, voice-over artists, etc.
Teacher: Bassem Seddik Page 7 of 20
Examples of Job offers in the gaming industry
Ubisoft: https://www.ubisoft.com/fr-FR/recrutement/offres-demploi.aspx
Teacher: Bassem Seddik Page 8 of 20
5. Basic game design decisions
Depends on the destined platform: a PS4, PC, mobile, etc. Check the made with unity website
https://unity3d.com/fr/games-made-with-unity
Different game genres and categories are present
Categories of applications available
First person character: we don’t see the character, we see through his eyes
Teacher: Bassem Seddik Page 9 of 20
A third person character differs in the sense that we see our character in front of us. By parenting a camera in
the right position to our character, we can follow him moving in font of us
Teacher: Bassem Seddik Page 10 of 20
6. The Game Design Document (GDD)
This is the basic blueprint for all member creation on the game in order to coordinate their efforts. Makes sure
that the player have a rich and rewarding gaming experience
 Who the players are, their descriptions, their states, costumes, variations,
 Character line-up: useful for size coherence
 Weapons and attacks, useful for VFX artists managing the relative particles
 Their animation
 The non-player characters (NPC): speed, maximum health,
 The general game mechanic
 A target demographic
 How the game is to be played
 States for advancement in the game
 Concept art for the game
 Camera behavior
 Describe the naming convention
 Listing the audio files used
Teacher: Bassem Seddik Page 11 of 20
7. The Technical Design Documents
Focuses on the game inner workings
 Equipment required for our game to work
 Software needed
 Development plan
 Scripts needed , how they work together
 Shades
 Physics implementation
 Development schedules (Gantt diagram)
 Updates and development Milestones aimed to keep the game alive
 Different assets types, format, description. It is important to ha a consistent naming to avoid losing an
asset in the amount of thousands of files within our game
 How money is made in our game
Teacher: Bassem Seddik Page 12 of 20
8. Marketing Method for our Games
Making a game is a business. Choosing the right business model for our game is a vital decision. So we can
choose to:
 Buy from start
 Freemium, then adds within the app need money to be deleted
 Buy upgrades
At the services window inside Unity, we can choose to display adds inside our game
 Rewarded ads can’t be skipped
 Analytics let the publishers understand how
 In app purchasing: customizations, upgrades
Teacher: Bassem Seddik Page 13 of 20
9. Unity different categories of solutions
9.1.Gaming: https://unity.com/solutions/gaming
9.2.Film: https://unity.com/solutions/film
Teacher: Bassem Seddik Page 14 of 20
9.3.Automotive industry
9.4.Unity for AEC: Architecture, Engineering & Construction
Harness the power of the world’s most extensible & widely used real-time development platform for rapid
creation of stunning visualizations and built environments that lowers costs, saves time, and streamlines
workflows.
9.5.Advanced research in computer vision
Teacher: Bassem Seddik Page 15 of 20
9.6.Brand Ads & Experiences
9.7.Learning and training experiences
9.8.XR: AR and VR experiences
Teacher: Bassem Seddik Page 16 of 20
Valuable resources
Unity Asset Store
To add resources in our game:
 Import the new assets,
 or packages
 or drag and drop files in Unity
 or copy/past files in our Asset folder inside our project
Teacher: Bassem Seddik Page 17 of 20
Lesson 2: Getting familiar with Unity
1. Analyzing the Unity User interface
Project: Import and organize in folder the different assets from 3D/2D creation software
Scene: assembles our scene content
Game: Play our game
Hierarchy: sort our game content
Inspector: Add components and tweaking parameters
Console: debugging, logs and errors fixing
It is possible to organize and change the different windows interface. It is possible to change skins from dark
(professional) to white (personal) or any other set of personalized colors.
2. Navigating in the Scene View
We use the scene windows to get around the content using the middle mouse wheel, and/or Alt/Ctrl in the key
board.
Pressing “F” in the scene view allows the zoom on an object.
We could also filter the different view content by clicking on the upper left relative button in the scene view
(see figure below)
We can look at different materials such as the albedo, specular, normal. In addition, we could turn on/off
lighting, wireframe to see object in clear light conditions.
Teacher: Bassem Seddik Page 18 of 20
We could use 2D mode to work on orthographic views and assemble objects or menus content.
We could also turn on/off fog, flares or the surrounding skybox. There are options that enhance the look and
feel of our environment
We could also choose to turn on/off different gizmos or components based our preferences and testing
requirements. For instance, we could deactivate animations or physics to check for a given game behavior.
The axis on the viewport top left allows to switch between the different orthographic views. We coukd tap and
hold it to turn around our scene, or simply click on the wanted viewing direction.
Teacher: Bassem Seddik Page 19 of 20
3. Utilizing the game view window
It allows as to test our game and play it. It shows the result of our game. We could also choose how we see our
game depending on the device aspect.
Maximize on play option allows our game to be played on full screen once the paly button is pressed.
Mute audio allows to stop listening to a recurrent sound for example when testing.
Stats: allows to check for t game parameters such as memory consumption, number of meshes. This allows to
optimize our game.
Gismos: allows to turn on/off a given content in the game
4. Navigating the hierarchy window
It allows to check for the game objects including duplicates and parents our game object groups. We could
change its ordering to be rathe alphabetically made.
A Prefab is shown in blue. It is helpful. The might be several 100’s of gameObjects is a scene. For this being
able to find a given gameObject is crucial. We could apply a filtering in the search area on top of the hierarchy
tab.
Teacher: Bassem Seddik Page 20 of 20
It is possible to create new gameObject content from the create button on the top left. We could also left-click
and choose to create a new resource.
To create a parenting relation, we could drag and drop a gameObject to an another to make it a child of it. We
could also unparent it by dragging it out.

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course1-Intrduction-to-the-game-industry.pdf

  • 1. Teacher: Bassem Seddik Page 1 of 20 Unity Certified Developer Courseware Lesson 1: Introduction 1. Exploring the “Zombie Toys” Game Project presentation The goals of this certification courseware include: 1. Introduction to Unity 2. Exploring the Unity User Interface 3. Using Game Objects and Assets 4. Managing Projects and Assets 5. Preparing Assets for Implementation 6. Assembling the Game Level 7. Lighting in Unity Projects 8. Baking Lighting in Unity Production 9. Animating Objects in the Unity Editor 10. Bringing Animations into the Project 11. Scripting in Unity Development 12. Implementing Navigation and Pathfinding 13. Building the Player and Allies 14. Building the Enemies 15. Creating Particle Systems 16. Adding Audio to Unity Projects 17. Building the Camera and Player Selection System 18. Designing User Interfaces 19. Building and Deploying Unity Projects 20. Preparing for Mobile Deployment 2. How to monetize your game The purpose of game, as fun as it can be, is often to make money. For this, it could be challenging to choose the monetization strategy for our game to let the production studio survive. This could be one of the following:  In app adds  In app purchases: could start for free then get updates for payment, etc. It is important to understand the sellers and gamers population. For instance, a game in china (and it’s a must- consider market) would be different in its content. Also, a lot of new games are going to be played on mobile phones. We might consider a game geared towards women between 25 to 45 years or rather focus on a wider population.
  • 2. Teacher: Bassem Seddik Page 2 of 20 3. Video game production Pipeline Preproduction: Defining the concept art and story for the game. They are part of the GDD and TDD documents. It is important that they are prepared before the game creation is started Production: Create assets and implement game play, create 3D models, environments or animation characters, bringing them to the game engine then bringing the game to life. It will build our game for its first release. Maintenance: Fixing bugs and releasing patches in an incremental functionality improvement Upgrade: building and releasing new content, level, seasonal content, characters, environment, power or prices available. It is an opportunity to integrate player enthusiasm in the game
  • 3. Teacher: Bassem Seddik Page 3 of 20 4. Game Studio Roles and responsibilities Here are the sample roles and equivalent productions made taken from www.artstation.com This last role depends on the studio scale
  • 4. Teacher: Bassem Seddik Page 4 of 20 In a large studio, he might focus on only the environment. On a small studio, his role is more abroad. Implements for example the pickups collection
  • 5. Teacher: Bassem Seddik Page 5 of 20 He is the interface bew the artist and the game designer. He assures coherency and rediness of GemeObjects. Its is a variant role. Also particle, shader or economies in game May create concept art. Building, tearrains. Might be connected or fused with the level designer
  • 6. Teacher: Bassem Seddik Page 6 of 20 Often work on Zbrush or Mudbx then take the model from High resolution to polygons ready for animation. Might create concept art as preparation Depending on the studio size, the size of the game and the funding available, we might also find: Programmers: Sound designers: Musians, coposers, voice-over artists, etc.
  • 7. Teacher: Bassem Seddik Page 7 of 20 Examples of Job offers in the gaming industry Ubisoft: https://www.ubisoft.com/fr-FR/recrutement/offres-demploi.aspx
  • 8. Teacher: Bassem Seddik Page 8 of 20 5. Basic game design decisions Depends on the destined platform: a PS4, PC, mobile, etc. Check the made with unity website https://unity3d.com/fr/games-made-with-unity Different game genres and categories are present Categories of applications available First person character: we don’t see the character, we see through his eyes
  • 9. Teacher: Bassem Seddik Page 9 of 20 A third person character differs in the sense that we see our character in front of us. By parenting a camera in the right position to our character, we can follow him moving in font of us
  • 10. Teacher: Bassem Seddik Page 10 of 20 6. The Game Design Document (GDD) This is the basic blueprint for all member creation on the game in order to coordinate their efforts. Makes sure that the player have a rich and rewarding gaming experience  Who the players are, their descriptions, their states, costumes, variations,  Character line-up: useful for size coherence  Weapons and attacks, useful for VFX artists managing the relative particles  Their animation  The non-player characters (NPC): speed, maximum health,  The general game mechanic  A target demographic  How the game is to be played  States for advancement in the game  Concept art for the game  Camera behavior  Describe the naming convention  Listing the audio files used
  • 11. Teacher: Bassem Seddik Page 11 of 20 7. The Technical Design Documents Focuses on the game inner workings  Equipment required for our game to work  Software needed  Development plan  Scripts needed , how they work together  Shades  Physics implementation  Development schedules (Gantt diagram)  Updates and development Milestones aimed to keep the game alive  Different assets types, format, description. It is important to ha a consistent naming to avoid losing an asset in the amount of thousands of files within our game  How money is made in our game
  • 12. Teacher: Bassem Seddik Page 12 of 20 8. Marketing Method for our Games Making a game is a business. Choosing the right business model for our game is a vital decision. So we can choose to:  Buy from start  Freemium, then adds within the app need money to be deleted  Buy upgrades At the services window inside Unity, we can choose to display adds inside our game  Rewarded ads can’t be skipped  Analytics let the publishers understand how  In app purchasing: customizations, upgrades
  • 13. Teacher: Bassem Seddik Page 13 of 20 9. Unity different categories of solutions 9.1.Gaming: https://unity.com/solutions/gaming 9.2.Film: https://unity.com/solutions/film
  • 14. Teacher: Bassem Seddik Page 14 of 20 9.3.Automotive industry 9.4.Unity for AEC: Architecture, Engineering & Construction Harness the power of the world’s most extensible & widely used real-time development platform for rapid creation of stunning visualizations and built environments that lowers costs, saves time, and streamlines workflows. 9.5.Advanced research in computer vision
  • 15. Teacher: Bassem Seddik Page 15 of 20 9.6.Brand Ads & Experiences 9.7.Learning and training experiences 9.8.XR: AR and VR experiences
  • 16. Teacher: Bassem Seddik Page 16 of 20 Valuable resources Unity Asset Store To add resources in our game:  Import the new assets,  or packages  or drag and drop files in Unity  or copy/past files in our Asset folder inside our project
  • 17. Teacher: Bassem Seddik Page 17 of 20 Lesson 2: Getting familiar with Unity 1. Analyzing the Unity User interface Project: Import and organize in folder the different assets from 3D/2D creation software Scene: assembles our scene content Game: Play our game Hierarchy: sort our game content Inspector: Add components and tweaking parameters Console: debugging, logs and errors fixing It is possible to organize and change the different windows interface. It is possible to change skins from dark (professional) to white (personal) or any other set of personalized colors. 2. Navigating in the Scene View We use the scene windows to get around the content using the middle mouse wheel, and/or Alt/Ctrl in the key board. Pressing “F” in the scene view allows the zoom on an object. We could also filter the different view content by clicking on the upper left relative button in the scene view (see figure below) We can look at different materials such as the albedo, specular, normal. In addition, we could turn on/off lighting, wireframe to see object in clear light conditions.
  • 18. Teacher: Bassem Seddik Page 18 of 20 We could use 2D mode to work on orthographic views and assemble objects or menus content. We could also turn on/off fog, flares or the surrounding skybox. There are options that enhance the look and feel of our environment We could also choose to turn on/off different gizmos or components based our preferences and testing requirements. For instance, we could deactivate animations or physics to check for a given game behavior. The axis on the viewport top left allows to switch between the different orthographic views. We coukd tap and hold it to turn around our scene, or simply click on the wanted viewing direction.
  • 19. Teacher: Bassem Seddik Page 19 of 20 3. Utilizing the game view window It allows as to test our game and play it. It shows the result of our game. We could also choose how we see our game depending on the device aspect. Maximize on play option allows our game to be played on full screen once the paly button is pressed. Mute audio allows to stop listening to a recurrent sound for example when testing. Stats: allows to check for t game parameters such as memory consumption, number of meshes. This allows to optimize our game. Gismos: allows to turn on/off a given content in the game 4. Navigating the hierarchy window It allows to check for the game objects including duplicates and parents our game object groups. We could change its ordering to be rathe alphabetically made. A Prefab is shown in blue. It is helpful. The might be several 100’s of gameObjects is a scene. For this being able to find a given gameObject is crucial. We could apply a filtering in the search area on top of the hierarchy tab.
  • 20. Teacher: Bassem Seddik Page 20 of 20 It is possible to create new gameObject content from the create button on the top left. We could also left-click and choose to create a new resource. To create a parenting relation, we could drag and drop a gameObject to an another to make it a child of it. We could also unparent it by dragging it out.