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The Complete Game Design & Developer Bundle

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Content
5 hours
Lessons
60

Build iPad, iPhone & OS X Games for SpriteKit in Swift

Get Your Hands Dirty Creating Real Games to Solidify Your Game Development Skills

By Mammoth Interactive | in Online Courses

Certainly you can spend endless hours pouring over the minutiae of game development theory, but the only way to really learn is by doing. Throughout this course, you'll walk through the process of building 5 games for various Apple devices, master use of SpriteKit in Swift, and finish your lessons having built real apps you can proudly publish for immediate usage.
  • Learn to code by building games w/ 5 hours of content
  • Create 5 games for iPad, iPhone & OS X
  • Master using Swift & SpriteKit for iOS 9
  • Make simple art for your game in Photoshop & Illustrator
  • Configure the logic of your games
  • Export your apps & publish them to the iTunes Store
  • Build skills transferrable to future endeavors
John Bura has been programming games since 1997 and teaching since 2002. He is the owner of the game development studio Mammoth Interactive, which produces XBOX, iPhone, iPad, Android, HTML5, and other games. To this day, John has contributed to 40 commercial games and counting, several of which have risen to number 1 in the iTunes App Store. For more details on the course and instructor, click here. This course is hosted by StackSkills, the premier eLearning destination for discovering top-shelf courses on everything from coding—to business—to fitness, and beyond!

Details & Requirements

  • Length of time users can access this course: lifetime access
  • Access options: web streaming, mobile streaming
  • Certification of completion not included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: intermediate

Compatibility

  • Internet required

Course Outline

  • First Section
    • 01. Introduction to Swift
    • 02. How to get good at anything
    • 03. Talking about variables
    • 04. Adding variables and talking about converting variables
    • 05. Introduction to arrays
    • 06. If Statements
    • 07. Else if statements
    • 08. Functions introduction
  • Build a space shooter for iPad
    • 01. Introdution to the course
    • 02. Intro to the project
    • 03. Starting the game and adding in the initial functions
    • 04. Setting up the spawning logic
    • 05. Setting up the collision logic
    • 06. Adding in more collision logic
    • 07. Spawning an explosion
    • 08. Setting up the TitlePage
    • 09. Making the art in illustrator
    • 10. Importing the art to the Project
    • 11. Finishing up the project
    • 12. Challenge - Expand upon the game by making more objects
  • Build an Avoid Spikes game for iPad
    • 01. Introduction to the game
    • 02. Game Preview
    • 03. Starting up the game
    • 04. Setting up the player controls
    • 05. Adding in the labels
    • 06. Adding in the spike spawn timer
    • 07. Adding in the spikes
    • 08. Adding in the ground
    • 09. Hiding the label
    • 10. Adding in the physics bodies
    • 11. Setting up the game over logic
    • 12. Setting up the titleScene part 1
    • 13. Setting up the TitleScene part 2
    • 14. Setting up the gamescen transition
    • 15. Setting up the score counter
    • 16. Making and exporting the art
    • 17. Challenge - Add in another sprite that will fall down
  • Place the correct block for iPhone
    • 02. Game preview
    • 03. Game Preview
    • 04. Setting up the game objects
    • 05. Settin gup the first timer
    • 06. Adding in the other timers
    • 07. Testing the app and setting up placing logic
    • 08. Adding in a random touch location
    • 09. Changing the block color
    • 10. Adding the collecting node logic
    • 11. Adding in game over logic
    • 12. Making Tech circles
    • 13. Exporting the colors
    • 14. Adding in rotation to the game
  • Make a space shooter for OSX
    • 02. Starting up the game
    • 03. Starting the project
    • 04. Spawning the game objects
    • 05. Setting up the spawning of the projectile
    • 06. Adding the projectile Collision
    • 07. Setting up the other collisions
    • 08. Setting up the title
    • 09. Setting up the explosion
    • 10. Fixinging some minor bugs
    • 11. Making the art in illustrator
    • 12. Exporting the app
    • 13. Optimising the art and the titlepage

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Lifetime
Content
87 hours
Lessons
263

Professional Video Game Art School Course

Get a Holistic Game Development Education with 83-Hours of Training: 3ds Max, Craft 2D & 3D Images, and More

By Stone River eLearning | in Online Courses

Why waste thousands of dollars on a formal video game development degree? Avoid a lifetime of loan payments, and get practical experience you can instantly use to develop your own games. In this comprehensive course, you'll learn everything you need to create the next iTunes Store chart-topper: how to animate characters, model 2D and 3D images, and much more.

  • Create premium video game art w/ 87 hours of content
  • Access a wide array of game design topics: basic traditional drawing, training to be a professional video game artist, etc.
  • Learn the basics of 3ds Max & use it to create real-life projects
  • Understand 2D & 3D drawing techniques
  • Fully master game layout & design principles
  • Get a primer on video game art, animation, 2D & 3D modeling, layout, and design
Stone River eLearning offers easy to understand online courses. They are very passionate about teaching topics that of interest – from technology, to business, to education. Stone River eLearning offers high-quality courses that take you from beginner to expert in a matter of hours. For more details on the course and instructor, click here. This course is hosted by StackSkills, the premier eLearning destination for discovering top-shelf courses on everything from coding—to business—to fitness, and beyond!

Details & Requirements

  • Length of time users can access this course: lifetime access
  • Access options: web streaming, mobile streaming
  • Certification of completion included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels

Compatibility

  • Internet required
  • Free Autodesk 3ds Max Educational Version (36 month trial)
  • Free Adobe Photoshop CS5 Extended (1 month trial)
  • Education Version of Adobe Photoshop CS5 Essentials
  • A PC for 3ds Max (there is no Mac compatible version of 3ds Max)

Course Outline

  • Introduction & Setting Up 3DS Max
    • Autodesk Student Software Download
    • Setting Your Preferences
    • The Material Editor
    • Configuring Your Modifiers
    • Setting Up Max Interface and Workflow
  • 3DS Max Basics
    • Edit polygon modifier
    • Soft selection
    • Geometry
    • matID: Smoothing groups
    • Paint deformation
    • Unwrap modifier basics
    • Spherical mapping types
    • Material Editor
  • Basic 3D Modeling - Crates
    • Notice to Students
    • Introduction (0:34)
    • Modeling Overview (0:51)
    • Reference and Setup (2:58)
    • Modeling a Crate
    • Unwrapping an Object
    • Texturing
    • Specular Leveling
    • Creating a Bump Map
    • Texture Details
    • Rendering
    • Create an Exploding Crate
  • Basic 3D Modeling - Barrels
    • Introduction
    • Setup
    • Modeling
    • Smoothing Groups
    • Unrapping
    • Texture Part 1
    • Texture Part 2
    • Texture Part 3
    • Rendering
  • Basic 3D Modeling - Tables
    • Introduction (1:08)
    • Setup
    • Modeling
    • Unwrapping
    • Texturing Part 1
    • Texturing Part 2
    • Texture Part 3
    • Rendering
  • Creating a Catapult
    • Introduction (1:04)
    • Setup
    • Modeling Part 1
    • Modeling Part 2
    • Modeling Part 3
    • Modeling Part 4
    • Modeling Part 5
    • Texturing Part 1
    • Texturing Part 2
    • Texturing Part 3
    • Texturing Part 4
    • Texturing Part 5
    • Rendering Your Catapult
  • Creating a Catapult and Castle Scene
    • Introduction (0:59)
    • Introduction to 3ds Max Scripting
    • Terrain Example
    • Setting Up the Terrain
    • Object Placement
    • Animation and the Castle
    • Exploding Castle
    • The Cameras
    • Starting Your Render
    • Finishing Your Render (0:06)
  • Photoshop For Artists
    • Introduction (0:35)
    • The User Interface
    • The Menu Explained
    • File Options
    • Edit Options
    • Image Options
    • Layer Options
    • Select Options
    • The Filter Gallery
    • Liquify
    • Creating Vanishing Points
    • Additional Filters
    • 3D View
    • Help Window
    • Removing Selections
    • Toolbar Wrapup
    • History and Actions
    • Layer Comps and Notes
    • The Histogram
    • Brushes and Cloning
    • Color Swatches
    • Making Adjustments
    • Channels and Paths
  • Creating Seamless Textures
    • Introduction (0:56)
    • Creating Seamless Textures Part 1
    • Creating Seamless Textures Part 2
    • Creating Seamless Textures Part 3
  • Introduction to Digital Painting
    • Introduction (1:19)
    • Airbrushing
    • Comic Book Style
    • Smudges
    • Using a Hardbrush
    • Portraits Part 1
    • Portraits Part 2
    • Portraits Part 3
    • Portraits Part 4
  • Introduction to 2D Animation
    • Introduction (0:50)
    • Setting Up for Animation
    • Creating a Bouncing Ball
    • Walking Animation Part 1
    • Walking Animation Part 2
    • Sprite Sheets
    • Rough Run Cycle
    • Completing Your Character
    • Character Design
    • Motion Flow with Sound
    • Rough Figure
    • Final Figure
  • Weapons Training: Creating a Handgun
    • Introduction (0:59)
    • Setup
    • Modeling - Block Out
    • Modeling - Details
    • Modeling - Refining
    • Unwrapping
    • Texturing Part 1
    • Texturing Part 2
    • Texturing Part 3
    • Texturing Part 4
    • Rendering
  • Creating Your First Concept Vehicle
    • Introduction
    • Setup
    • Block Out Modeling
    • Tires
    • Body Lines
    • Body Lines Continued
    • Details and Cuts
    • Refining and Extruding
    • Polishing
    • The Interior
    • Unwrapping
    • Texturing Part 1
    • Texturing Part 2
    • Texturing Part 3
    • Texturing Part 4
    • Texturing Part 5
    • Viewing On a Video Turntable (0:06)
  • Lab: Creating a Concept Vehicle
    • Modeling Part 1
    • Modeling Part 2 (8:00)
    • Modeling Part 3
    • Modeling Part 4
    • Modeling Part 5
    • Coloring
    • Cleanup
    • Outline
    • Adding Color Part 1
    • Adding Color Part 2 (1:35)
    • Part 2 of Vehicle Lab
    • Scope of Work
    • Modeling the Wheels Part 1
    • Modeling the Wheels Part 2
    • Modeling the Body Part 1
    • Modeling the Body Part 2
    • Modeling the Body Part 3
    • Modeling the Body Part 4
    • Modeling the Body Part 5
    • Modeling the Body Part 6
    • Modeling the Body Part 7
    • Modeling the Body Part 8
    • Modeling the Body Part 9 (0:42)
    • Modeling the Body Part 10
    • Modeling the Body Part 11
    • Modeling the Interior Part 1
    • Modeling the Interior Part 2
    • Modeling the Interior Part 1
    • Modeling the Interior Part 2
    • Modeling the Interior Part 3
    • Modeling the Interior Part 4
    • Cleaning Up Our Model Part 1
    • Cleaning Up Our Model Part 2
    • Cleaning Up Our Model Part 3
    • Cleaning Up Our Model Part 4
    • View Vehicle on Turntable (0:06)
  • Part 2 of the Concept Vehicle Lab (Really Cool!)
    • Basic Modeling Part 1
    • Basic Modeling Part 2
    • Basic Modeling Part 3
    • Basic Modeling Part 4
    • Basic Modeling Part 5
    • Basic Modeling Part 6
    • Basic Modeling Part 7
    • Basic Modeling Part 8
    • Basic Modeling Part 9
    • Basic Modeling Part 10
    • Basic Modeling Part 11
    • Basic Modeling Part 12
    • Modeling the Tires Part 1
    • Modeling the Tires Part 2
    • Modeling the Tires Part 3
    • Modeling the Tires Part 4
    • Modeling the Tires Part 5
    • Modeling the Tires Part 6
    • Modeling the Tires Part 7
    • Modeling the Tires Part 8
    • Modeling the Tires Part 9
    • Color Blocking Part 1
    • Color Blocking Part 2
    • Color Blocking Part 3
    • Color Blocking Part 4
    • The Ruck Bed
    • The Hatch
    • The Foot Grip
    • The Lights
    • The Metal Plating
    • The Metal Padding
    • The Tailgate
    • The Footstep
    • The Chairs
    • The Consoles
    • Dirt
    • Wear and Tear Texturing Part 1
    • Wear and Tear Texturing Part 2
    • Wear and Tear Texturing Part 3
    • Wear and Tear Texturing Part 4
    • Wear and Tear Texturing Part 5
    • Wear and Tear Texturing Part 6
    • Wear and Tear Texturing Part 7
    • Wear and Tear Texturing Part 8
    • Wear and Tear Texturing Part 9
    • Wear and Tear Texturing Part 10
    • Wear and Tear Texturing Part 11
    • Wear and Tear Texturing Part 12
    • Markings Part 1
    • Markings Part 2
    • Specular Part 1
    • Specular Part 2
    • Normal Map
    • Spec Colors
    • Spec Mapping the Wheels
    • Texture Review
    • Creating the Composite
    • Finishing the Lights
  • Study of Perspectives
    • Introduction
    • Terms and Definitions
    • One Point Perspective
    • Two Point Perspective
    • Three Point Perspective
    • Four Point Perspective
    • Five and Six Point Perspective
    • Fence
    • Orthographic
    • Ortho Building
    • More on Ortho Building
    • One Point Perspective View From Plan
    • More on One Point Perspective View From Plan
    • Two Point Perspective View From Plan
    • One Point Perspective Grid From Plan
    • One Point Perspective Grid Simple
    • Two Point Perspective Grid From Plan
    • Two Point Perspective Grid Simple
    • Subdivide Planes
    • Two Point Perspective Sloping Planes
    • Pyramid
    • Cast Shadows and Light
    • One Point Perspective Curve Road Slope
    • Two Point Perspective Curve Road Slope
    • Rotating Objects
    • Reflection Example

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Access
Lifetime
Content
10 hours
Lessons
102

The Complete HTML5 Mobile Game Development Course

Use the Phaser HTML5 Framework & JavaScript Technologies to Build Cross-Platform Games

By Zenva | in Online Courses

Master game app creation by utilizing JavaScript in conjunction with the Phaser HTML5 development framework. With Phaser's cross-platform features, you'll gain an understanding of a hybrid app development process that will turn you into a flexible, versatile game developer, able to craft apps for both iOS and Android alike.
  • Create 5 mobile games using JavaScript & the Phaser library w/ 10 hours of content
  • Understand the hybrid app development process
  • Configure home & loading screens, on-screen controls, etc.
  • Jazz up your games w/ sound, text, animations & more
  • Publish to the iOS & Android platforms w/ the Intel XDK
  • Become proficient in JavaScript & HTML5 development
Pablo is a web and mobile app developer, as well as entrepreneur. He is also the founder of ZENVA, which runs four communities featuring game, web and mobile app development tutorials: Zenva Academy, GameDev Academy, HTML5 Hive (also known as "the hive"), and for Spanish speakers, De Idea A App. Besides teaching online how to create games, apps and websites to over 85,000 students, Pablo has created content for companies such as Amazon and Intel.

Details & Requirements

  • Length of time users can access this course: lifetime access
  • Access options: web streaming, mobile streaming
  • Certification of completion not included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels
Includes instruction on:
  • Game 1: Farm animal toddlers game
  • Game 2: Virtual pet game
  • Game 3: Platformer Super Mario game
  • Game 4: Multi-level spaceship game
  • Game 5: Candy Match-3 game

Compatibility

  • Internet required

Course Outline

  • Course Intro
    • Introduction
    • Setting up a Local Web Server
    • Course Source Code and Assets
  • Game #1 - Farm Animals Toddlers Game
    • Introduction
    • Creating a New Phaser Game
    • Loading a Sprite
    • Anchor Point
    • Scaling
    • Flipping
    • Rotating
    • Screen Scaling
    • User Input
    • Groups
    • More on Groups
    • Switching Animals
    • Tween Animations
    • Tween Callbacks
    • Spritesheet Animations
    • Audacity Basics
    • Adding Sound
    • Adding Text
    • Where to Find Free Artwork
  • Game #2 - Virtual Pet
    • Introduction
    • Basic Structure
    • Draggable Pet
    • Item Selection
    • Rotating the Pet
    • Placing Items
    • Moving the Pet to the Item
    • Pet Spritesheet Animation
    • Game Stats
    • Decresing Pet Stats
    • Multiple States
    • Boot State
    • Loading Screen
    • Home Screen
  • Game #3 - Platformer Monster Kong
    • Introduction
    • Basic Structure
    • Physics and Gravity
    • Collision Detection
    • Keyboard Control
    • On-screen Controls – Part 1
    • On-screen Controls – Part 2
    • Platform Group
    • Camera
    • Loading JSON Files
    • Player Animation
    • Fire
    • Level Goal
    • Pool of Objects
    • Bouncing Barrels
    • Using Rectangles to get Started
  • Game #4 - Spaceship Game
    • Introduction
    • Introducing the Intel XDK
    • Basic Structure
    • Adding the Player
    • Shooting Bullets
    • Prefabs
    • Enemy Prefabs
    • Enemy Movement
    • Damaging Enemies
    • Particle Effects
    • Enemy Bullets
    • Reset Enemies
    • Pause Timer
    • Enemy Pool
    • Load Level
    • Multiple Levels
    • Level JSON Files
    • Soundtrack
  • Game #5 - Candy Matching Game
    • Introduction
    • Basic Structure
    • Populate Grids
    • Swap and Check Adjacent Blocks
    • Is a Block Chained
    • Find All Chains
    • Clear Chains
    • Drop Blocks
    • Update Grid
    • Create Block
    • Draw Board
    • Kill Block
    • Block Dropping Animations
    • Swap Blocks
    • Pick Block
    • Consecutive Chains
  • Publishing to iOS and Android
    • Intro to Hybrid Apps
    • Intro to Cordova
    • Using Cordova and the Intel XDK
    • Hello World Cordova Plugins
    • Cordova vs Crosswalk
    • Cordova and Phaser
    • Preparing for Building
    • Publishing to the Google Playstore
    • iOS Building Process Overview and Certificate
    • Ad Hoc Building
    • Pubishing to the Apple App Store
  • Publishing to the Amazon App Store
    • Intro to the Amazon Appstore
    • Amazon developer account creation
    • HTML5 webapps and the Amazon Appstore
    • Publishing a HTML5 game to the Amazon Appstore
  • Conclusion
    • Conclusion

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Access
Lifetime
Content
6.5 hours
Lessons
87

Unity3D 2016: Build, Program & Publish a Crossy Road Game

By iOS Online Courses | in Online Courses

The best way to create an iTunes chart-topper is by emulating one. In this course, you'll be cloning the popular game, Crossy Road as you learn the best game development practices to create your own hit. Dive into obtaining your iOS developer license, create a game in Unity3D with minimal code, then use your newfound skills towards any future game development projects.

  • Use Unity3D to create games w/ 6.5 hours of content
  • Get your iOS developer license
  • Create a game for iOS or Android using minimal code
  • Program animations, build a game menu & keep score
  • Import artwork into Unity3D & utilize it in the games you develop
  • Learn how to publish games to the iTunes App Store
Yohann Taleb is a leading expert in mobile game programming, app flipping and reskinning. Besides owning over 100 apps in the Apple and Android app, Yohann has helped dozens of students publish apps that have topped the iTunes Store leaderboards and been covered by publications like WIRED. For more details on the course and instructor, click here. This course is hosted by StackSkills, the premier eLearning destination for discovering top-shelf courses on everything from coding—to business—to fitness, and beyond!

Details & Requirements

  • Length of time users can access this course: lifetime access
  • Access options: web streaming, mobile streaming
  • Certification of completion not included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: beginner

Compatibility

  • Internet required
  • Unity3D required (free download available)

Course Outline

  • Initial Setup
    • About your instructor
    • About this course
    • Download crossy road Unity project and open it (1:08)
    • Overview of the assets included in the Unity3D project
  • Designing the environment
    • Creating the smart terrain
    • Create the grass strip prefab
    • Covering the entire field with terrain strips
    • Creating the main character programming script in c sharp
    • Starting to write the character jump method in monodevelop
    • Coding the character jump animation
    • Make the character move to each strips
    • Making the character smoothly move to the next location
    • Working on the jump height animation
    • Program dynamic strip spawning
    • Add more prefab templates for grass
    • Adding trucks and taxis to the roads
    • Import your own 3D pixel art models into Unity 3D
    • Add physics collider to main character
    • Program the collision detection
    • How to add rigibodies and colliders on all vehicles
    • Create vehicle prefabs with 3D physics
  • Designing the character AI
    • Program player death animation
    • Prevent character from moving after death animation
    • Adding the swiping functionality to the main character
    • Writing the method stubs for the multidirectional jumps
    • Triggering the jump upward on swipe up command
    • Making the main character face the correct direction
    • Programming the jump to the left
    • Programming the jump right logic
    • Creating physical boundaries left and right
    • Program the character death colliding with boundaries
    • Create the obstacle type for trees and rocks
    • Programming obstacles collision prevention
  • Menus and more
    • Programming the current score value
    • Program the score User Interface
    • Create a simple Game Menu
    • Programming the Start Menu
    • Create and add the game title to the start menu
    • Create the game over menu screen
    • Programming the Game Over menu
    • Programming game reloading
    • Unity settings for iOS development
    • Lighting Auto baked OFF
    • Creating the iOS icons for free
    • Generate the xcode project and open it
    • Updating Xcode project settings
    • Addendum 64 bits in Unity compilers
  • App Store Publishing (iOS)
    • Adding a new app in iTunes Connect
    • Entering the itunes connect settings
    • Create ingame screenshots for itunes connect dashboard
    • Upload your app to iTunes app store
    • Valid architectures arm64 bits
    • Add build in ITC and submit for review
    • Congratulations
  • Google Play store (Android)
    • 01 Download Android SDK and Android Studio for free
    • Install Android SDK and Android Studio
    • Switch Unity 5 project to Android
    • Creating the APK file
    • Locate the Android SDK within Unity
    • Creating a keystore or using a preexisting one
    • Adding a new app in google play developer console
    • Adding google console assets
    • Upload your APK file to google dev console
    • Publishing to the google play store
    • Help me, help you

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Lifetime
Content
6 hours
Lessons
45

Learn 3D Modelling and Texturing from Scratch with Blender

By Richard Sneyd | in Online Courses

The demand for 3D modeling and animation skills is growing across a number of industries, from gaming to architecture, and there has never been a better time to delve into this exciting and lucrative field. In this course you'll use Blender 3D, a feature-rich, free modeling and animation suite to bring 3D creations to life. The creative possibilities in Blender 3D are nearly limitless, as you'll soon find out!

  • Access 45 lectures & 6 hours of content 24/7
  • Model your own 3D meshes using a variety of modeling techniques & workflows
  • UV map objects using projection & unwrapping
  • Texture 3D models & work w/ materials
  • Configure scene lighting & use Blender's animation tools to animate objects & scenes
  • Work w/ ambient, atmospheric rendering effects
  • Perform basic simulations using the built-in game engine
Richard Sneyd is the CEO of CyberMyth Games, an independent game development studio based in Ireland. He also moonlights as a game design lecturer, drawing upon his years of experience creating games, and prides himself on his easily digestible teaching style. For more details on the course and instructor, click here. This course is hosted by StackSkills, the premier eLearning destination for discovering top-shelf courses on everything from coding—to business—to fitness, and beyond!

Details & Requirements

  • Length of time users can access this course: lifetime
  • Access options: web streaming, mobile streaming
  • Certification of completion not included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels

Compatibility

  • Internet required
  • Blender 3D required

Course Outline

  • Introduction
    • What Will I Learn?
    • Splash Screen
    • Editor Windows
    • Blender Interface
  • 3D Basics
    • Navigating 3D Space
    • Object Transformations: Move, Rotate & Scale
    • 3D Cursor
    • 3D Primitives
    • 3D Primitives: Parameter Customization
    • Units in Blender
    • Properties Window and Context Buttons
    • 3D Basics
  • 3D Modelling Fundamentals
    • Object Mode Vs Edit Mode
    • Polygon Extrude
    • Loop and Ring Cuts
    • Inset
    • Knife Tool
    • Complex Selection: Loop and Ring
    • Complex Selection: Grow and Shrink
    • Extrude by Vertex Normal
    • 3D Modelling Basics
  • Project: Sci Fi Spaship
    • Mirror Symmetry
    • Modelling the Hull Pt 1
    • Box Modelling the Hull Pt 2
    • Boolean Operations: Adding Turrets
    • Modifying and Hiding the Grid Display
    • Modelling a Cylindrical Tank
    • Creating an Array of Tanks
    • Bevel Lofting with Shapes
    • Convert Curve to Mesh Object
    • Reduce Polygon Density: Decimate Modifier
    • Adding a Propulsion System
  • UV Mapping & Texturing
    • Smart Projection UVs
    • Texturing in Photoshop
    • Texturing in Photoshop Pt. 2
    • Blenders Paint Tools
    • Texturing the Tank
    • Texturing the Tanks Pt. 2
    • Frosting the Cockpit Windows
    • Texturing the Tanks Pt. 3
    • Texturing the Tanks Pt 4
  • Preparing for Render
    • Setting a Child Constraint
    • Baking Ambient Occlusion Maps
    • Baking Ambient Occlusion Maps Pt. 2
    • Cycles Rendering Engine: Materials
    • Normal Maps
    • Environment Map
    • Adding a Child Constraint

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Access
Lifetime
Content
10 hours
Lessons
40

Learn tvOS for Game Development

Learn Essential Game Development Principles by Designing Games for Apple TV & iOS

By CartoonSmart | in Online Courses

Gaming in the Apple universe now extends to tvOS, and allows developers to leverage many of the same frameworks, technologies, and concepts of iOS development to build games for Apple TV. Whether you're an experienced iOS programmer or brand new, this course will introduce you to core game development concepts while you build real games for both iOS and tvOS.

  • Learn to build games for tvOS & iOS w/ 40 lectures & 10 hours of content
  • Create a tvOS template for navigating between game scenes, passing data around classes & saving data using NSUserDefaults
  • Build a retro 2d-style side scroller game from scratch for tvOS or iOS
  • Share code & assets between a tvOS template & an iOS template
  • Design physics-based environments & program simple, interactive characters
  • Incorporate a property list to change variables on a per-level basis
  • Discuss scoring, moving platforms, continue points, inventory & much more
Justin Dike is the founder of CartoonSmart, one of the Internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart, he has recorded hundreds of hours of video tutorials, and recently published his first full length book, titled iOS Programming with Xcode and Cocos2d. Justin has also developed many iOS games, including a side scrolling game engine. For more details on the course and instructor, click here. This course is hosted by StackSkills, the premier eLearning destination for discovering top-shelf courses on everything from coding—to business—to fitness, and beyond!

Details & Requirements

  • Length of time users can access this course: lifetime access
  • Access options: web streaming, mobile streaming
  • Certification of completion not included
  • Redemption deadline: redeem your code within 30 days of purchase
  • Experience level required: all levels

Compatibility

  • Internet required

Course Outline

  • How to Create a tvOS Template for any SpriteKit Game
    • Introduction
    • Project Files
    • Initial Setup and Custom Classes
    • Simple Two Button Menu Tutorial
    • Transitioning Sprite Kit Scenes
    • Multi-Directional SpriteKit Menu for tvOS
    • Adjusting / Saving Color Schemes for the optimal TV experience
    • Passing data between classes (for example, already played cards from a deck)
    • NSUserDefaults and Team Standings
    • Alert Windows
    • NSNotifications and playing audio from the View Controller
    • Clearing the Defaults for a New Game and Wrap Up
  • How to Create a Side Scroller Game for tvOS or iOS - Session 1
    • Initial Setup
    • Custom Player Class
    • Animating Textures
    • Initial Character Controls
    • Physics Contacts
    • Double Jumping, Fine-tuning Friction and Restitution
    • Making the Camera and GUI Follow the Player
    • Climbable Poles or Vines
    • Hanging onto Moving Poles or Vines
    • Pipes and Portals to Other Levels
    • Using the same code in a Universal iOS Project
    • Adding a tvOS Target to an Existing iOS Project
    • Project files for Session 1
  • How to Create a Side Scroller Game for tvOS or iOS - Session 2
    • Adding a Property List for Level Data
    • Moving Platforms that Carry the Player
    • Losing Lives
    • Collecting Coins to Add Lives
    • Enemies
    • Refining Player Animation and Adding Sounds
    • Refreshing Levels and Restarting Back Levels
    • Parallax Effects
    • Score Labels
    • Dramatic Deaths
    • Firing Projectiles
    • Collecting Inventory (Bullets) to Use
    • Project Files
    • Conclusion
  • Bonus - Our "First Look" Videos at the tvOS
    • Initial Setup and Gestures for tvOS - Part 1
    • Initial Setup and Gestures for tvOS - Part 2
    • Project Files

View Full Curriculum



Terms

  • Instant digital redemption