Course Purchase Includes

  • 100% Brand NEW content

  • All pre-release content

  • All future content (30+ hours)

  • Unlimited access

  • Access to code forums

What Will I Learn?

  Learn 2D & 3D game development ↳  For beginners. No coding experience required
↳  Build a multiplayer Clash Royale clone with PvP ↳ Lighting, cinematics, AI, animations, FX and more
↳  Build a full scale RPG complete with battle mechanics ↳  Learn C# and best programming practices

Build Games On Any Platform

Windows, macOS, or Linux

Intro to 3D Games

Learn the basics of 3D game development and then up your skills as you build each new game. You'll learn everything - from code to animations to AI.
Intro to 3D Games

For Absolute Beginners

Learn to Code AND Make Games

You'll learn the absolute basics of programming with C# as you start building your very first games. No prior coding experience required.
For Absolute Beginners

Build 2D Games

Tower Defense

Not only will you learn 3D games, but you'll learn how to use Unity's powerful 2D game tools to build animations, create game UI, and 2D game logic.
Build 2D Games

Learn Multiplayer Gaming

You'll build your very own Clash Royale clone complete with networking and player match making. You'll learn how to transmit coordinates and events across the Internet.
Learn Multiplayer Gaming

Beginner to Advanced

Not only will you learn the absolute basics, but we will take you to advanced levels in both Unity and programming as you code your very own voxel cube generation algorithm in a Minecraft game.
Beginner to Advanced

Code An RPG

We have an entire course section dedicated to building an RPG game complete with stats, upgrades, inventory, turn by turn combat and more.
Code An RPG

Code Help

You'll get access to our code forums where you can post questions and get help from teachers and the community. This is also a great place to meet other developers!
Code Help

Current Curriculum

Lessons are added daily

  • 01
    Intro to Unity
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    • 01 Promo Watch Free
    • 03 Making the Most of This Course
    • Making the Most of This Course: Check for Understanding
    • Section Summary Watch Free
    • Roll-A-Zombie Assets
    • 04 What is Unity?
    • 05 Installing the Unity IDE on (Mac)
    • 06 Installing the Unity IDE (Windows)
    • 07 Installing the Unity IDE (Linux)
    • 08 Your First Game: Intro to Roll-A-Zombie Watch Free
    • 09 A Quick Tour of the Unity IDE
    • 10 Setting the Scene Watch Free
    • 11 Let the Zombies Hit the Floor (Intro to Rigidbody)
    • Knowledge Check: Scenes and Rigidbody Physics
    • Script Overview
    • 12 GameManager: Our First C# Script
    • Introduction to Errors and Debugging
    • 13 Getting Input
    • Explaining Vectors
    • 14 Push Back the Horde Watch Free
    • Experiment and Understand: 3D Rigidbody Physics
    • 15 Adding the UI
    • Knowledge Check: Scripting, Input, and UI
    • 16 Increasing the Score
    • 17 Adding Sound Effects
    • 18 Section Wrap-Up
    • 19 Using Unity Collab and Some Game Window Notes
    • Roll-A-Zombie Final Source Code
  • 02
    Intro to C# in Unity
    Show details
    • Section Summary Watch Free
    • 01 Section Overview
    • Intro to C# Assets
    • 02 What's a Variable?
    • 03 Strings and Concatenation Watch Free
    • 04 String Manipulation Watch Free
    • Knowledge Check: Variables and Strings
    • 05 Intro to Numbers
    • 06 Basic Arithmetic in C#
    • 07 Type Casting Numbers and Precision
    • Knowledge Check: Numbers in C#
    • 08 Intro to Booleans
    • 09 Equality Comparison Operators
    • 10 Logical and Conditional Operators
    • 11 Conditional Logic
    • Knowledge Check: Do You Understand Booleans? Yes or No.
    • 12 Implicit Data Types
    • 13 Intro to Iterables
    • 14 Intro to Loops
    • 15 Intro to Methods
    • 16 More Method Practice
    • Exercise: Cleanup
    • 17 Object-Oriented Programming
    • 18 Using Classes and Inheritance
    • Namespaces and What They're For
    • Variable Playground Final Source Code
  • 03
    Game Basics: Haunted Zombie Rush
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    • Section Summary Watch Free
    • 01 Intro to Zombie Rush Watch Free
    • 02 Asset Licensing and Bitgem3D
    • Asset Agreement
    • Haunted Zombie Rush Assets
    • 03 Setting Up the Project
    • 04 Culling the Scene
    • 05 Intro to Unity Materials
    • 06 Intro to Shaders
    • Check for Understanding: Materials and Shaders
    • 07 Our First Prefab
    • 08 The Platform Prefab
    • 09 Endless Platform Prep
    • 10 Transform Manipulation
    • 11 Adding the Player and Customization Tips
    • 12 Flap Faster, Zombie!
    • 13 Intro to Animations
    • 14 Animation Parameters
    • 15 Animation Transitions
    • Check for Understanding: Animation Basics
    • 16 Setting Up the Rock Prefab
    • 17 Inheritance and Code Reusability
    • Check for Understanding: C# Inheritance
    • 18 Coroutines Are Like Cooking a Pizza
    • 19 Moving Rocks with Coroutines
    • 20 Collision Detection
    • 21 Adding and Managing Sound
    • 22 Assertions and Exceptions
    • 23 The Game Manager and Singletons
    • 24 Getters and Setters
    • 25 Using the Game Manager
    • 26 Gameplay UI Controller
    • 27 Building the Start UI
    • 28 The Start Screen (Intensified)
    • 29 Stretch Exercises
    • Haunted Zombie Rush FInal Source Code
  • 04
    Beginner Level Building With ProBuilder
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    • Intro to ProBuilder
    • Installing the tools
    • Creating the floor and setting materials
    • Beveling and extruding
    • Creating trees
    • Object customization
  • 05
    Lighting, Post Processing, and Advanced ProBuilder
    Show details
    • Intro to project Watch Free
    • Installing the packages
    • Creating ground objects
    • Creating pathway stones
    • Creating stairs
    • Creating happy little trees
    • Creating bounding boulders
    • Creating protruding pillars
    • Setting up the camera
    • Lighting the scene
    • Making it look awesome with Unity Post Processing
  • 06
    Tower Defense
    Show details
    • Section Summary Watch Free
    • 02 Assets and Game Art Partners
    • Asset Agreement
    • Tower Defense Assets
    • 03 Project Setup
    • 04 2D vs 3D
    • 05 Intro to Tilemaps Watch Free
    • 06 Creating Tile Assets
    • 07 Intro to Sprites
    • 08 Stubbing the UI Badges
    • 09 Road Construction
    • 10 Happy Little Treelines
    • 11 Buildings, Fences, and Fortifications
    • 12 Scenery Wrap-Up
    • 13 Getting Started with 2D Animations
    • 14 Animation Architecture - Parameters
    • 15 Animation Architecture - Transition Planning
    • 16 Animation Architecture - Empty States and the Traffic Controller
    • 17 Animator Override Controller
    • 18 Simulating Attacks with a Melee Weapon
    • 19 Setting Up Waypoints for Navigation
    • 20 The Linked List Data Structure
    • 21 The Tree Data Structure
    • 22 The Fixed Navigation Node
    • 23 The Random Navigation Node
    • 24 Skeleton Cleanup
    • 25 Intro to Behavioural Programming
    • 26 The Laws of Gravity and 2D Physics
    • 27 The Pauseable Timer Class
    • 28 Intro to Event Driven Programming
    • 29 The EventArgTemplate
    • 30 Making Waves
    • 31 Intro to Scriptable Objects
    • 32 Intro To RequireComponent and the Agent
    • 33 Spawn Instruction Setup
    • 34 Timed Waves
    • 35 Timed Waves Pt 2
    • 36 Wave Controller
    • 37 Tower Prefabs and Configurations
    • 38 Initial Tower Node Setup
    • 39 Intro to World-Space Canvas
    • 40 Tower Node UI Controller
    • 41 Tower Purchase Buttons
    • 42 Wiring Catchup
    • 43 Global Click Management Pt 1
    • 44 Global Click Management Part 2
    • 45 Intro to Static Classes
    • 46 Damageable Behaviour
    • 47 Intro to Enums Featuring Target Types
    • 48 Targetable Behaviour
    • 49 Auto Target Part 1
    • 50 Auto Targeting Part 2
    • 51 Damaging Behaviour
    • 52 Damager Behavior - Melee Edition
    • 53 Projectiles
    • 54 Damage Behaviour - Projectile Edition
    • 55 Enemy Controller
    • 56 Damaging Behaviour Updates
    • 57 Tower Controller
    • 58 Enemy And Tower Configuration
    • 59 Arrow Rotation and Some Bug Squashing
    • 60 Damageable Completion
    • 61 The Castle Prefab and Controller
    • 62 Waves of Change
    • 63 Full Completion Wave
    • 64 Level Controller Part 1
    • 65 Level Controller Part 2
    • 66 Game Manager Part 1
    • 67 Game Manager Part 2
    • 68 HUD Controller
    • 69 Difficulty Selection Cards
    • 70 Difficulty Hookup
    • 71 UI Cleanup
    • 72 Student Challenges
    • 73 Camera Aspect Controller
    • 74 Quitting the Game
    • A1 - Full Completion Wave Fix
  • 07
    3D Battle Horde Game
    Show details
    • Section Summary Watch Free
    • Creating the Project
    • Architecture
    • Setting Up the Environment
    • Setting Up the Player
    • Player Animation Parameters
    • Player Animation Review
    • Enemy Animations Pt 1
    • Enemy Animations Pt 2
    • Enemy Animator Controller
    • Enemy Animator Controller Review
    • The Navigation Window
    • Getting Baked with Navmesh
    • Introduction to Navmesh Agents
    • Brief Overview of the Touch API
    • Intro to Cross-Platform Input
    • Namespaces Refresher
    • Playgrounds
    • Input-Controlled Behavior
    • Implementing Input Controlled Movement
    • Intro to the Character Controller Component
    • Attack Animation Setup
    • The Damaging Behaviour
    • Adding Cross-Platform Inputs
    • Weapon Configuration and Weapon Classes
    • Weapon Setup
    • The Vulnerable Parent Behaviour
    • The Health Scriptable Object
    • Initializing the Health
    • The Unique Vulnerable Behaviour
    • The General Vulnerable Behaviour
    • Testing Damaging, Vulnerable, and Weapons
    • The Powerup Base Class
    • The Current Health Powerup (Heals)

Instructor

  • Benjamin Kimble

    Game Programmer & Instructor

    Benjamin Kimble

    Ben Kimble is a Game Developer and Software Engineer. He holds a Bachelors of Science in Software Engineering and has 4 years of experience as a professional developer, specifically working with startups. He is experienced in Unity, Unreal Engine 4, and is heavily invested in the future of blockchain in game development, the protection of player and developer rights and freedoms, and the dismantling of the game industry's current status quo. He believes that anyone can learn to code regardless of formal education and that, although he holds one, a college degree is no longer the best path to becoming a great developer.