Category Archives: Game Design 2

Maya

In this challenge, you can earn up to three badges while learning 3D modeling in AutoDesk’s Maya.

Maya Preview

View the video below to see an introduction to what you will learn in the Maya 2016 Essentials training from Lynda.com:

Maya-Bronze-BadgeMaya Bronze Badge 

Complete the tutorials in sections 1-4 in order to earn the bronze badge in Maya.

Your product of learning should be a narrated screencast* of your work.

Maya-Silver-BadgeMaya Silver Badge

Complete the tutorials in sections 5-8 in order to earn the silver badge in Maya.

Your product of learning should be a narrated screencast* of your work.

Maya-Gold-BadgeMaya Gold Badge

Complete the tutorials in sections 9-13 in order to earn the Gold badge in Maya.

Your product of learning should be a narrated screencast* of your work.

 

*Screencast

To create a screencast, open the QuickTime application, and then follow the steps in the video below. You will then post your screencast to YouTube.

3ds Max

In this challenge, you can earn up to three badges while learning 3D modeling in AutoDesk’s 3ds Max.

3ds Max Preview

View the video below to see an introduction to what you will learn in the 3ds Max 2016 Essentials training from Lynda.com:

3dsMax-Bronze-Badge3ds Max Bronze Badge

Complete the tutorials in sections 1-6 in order to earn the bronze badge in 3ds Max.
Upon completion of the tutorial, you must answer the following questions in any of the following ways: as a video log entry (post to YouTube), as a blog post via Medium.com), or as an essay via Google Docs (you may propose another response if you so choose).

  • What did you do (brief summary)?
  • What did you learn?
  • What was challenging?
  • What is the product of your learning (this can be an embedded screenshot or two, screencast (if doing video), or link to relevant content)?
  • What suggestions do you have for future students embarking on this challenge?

3dsMax-Silver-Badge3ds Max Silver Badge

Complete the tutorials in sections 6-12 in order to earn the bronze badge in 3ds Max.
Upon completion of the tutorial, you must answer the following questions in any of the following ways: as a video log entry (post to YouTube), as a blog post via Medium.com), or as an essay via Google Docs (you may propose another response if you so choose).

  • What did you do (brief summary)?
  • What did you learn?
  • What was challenging?
  • What is the product of your learning (this can be an embedded screenshot or two, screencast (if doing video), or link to relevant content)?
  • What suggestions do you have for future students embarking on this challenge?

3dsMax-Gold-Badge3ds Max Gold Badge

Complete the tutorials in sections 13-18 in order to earn the bronze badge in 3ds Max.
Upon completion of the tutorial, you must answer the following questions in any of the following ways: as a video log entry (post to YouTube), as a blog post via Medium.com), or as an essay via Google Docs (you may propose another response if you so choose).

  • What did you do (brief summary)?
  • What did you learn?
  • What was challenging?
  • What is the product of your learning (this can be an embedded screenshot or two, screencast (if doing video), or link to relevant content)?
  • What suggestions do you have for future students embarking on this challenge?

 

Shadow Bots

In this lesson, you’re going to shake off the rust and become reacquainted with Unity3D and the video game design pipeline.

2D Static Platformer

In the latest version of unity, you’re given the option to load various assets into your project from the Window > Asset Store panel. In the link below, you’ll download a very simple version of the Shadowbots project featured below. Your task is to examine how the current game works and then mod it into your own unique playing experience. Below, you will also find a series of scripts that you can add to the game to enhance playability.

Shadow Mots
Your goal is to make your game both challenging, fun, and different than your peers. Be creative, feel free to try new things, and use each other as resources.

Scripts

/* 
=================================================
FlyScript.cs 
=================================================
*/
using UnityEngine;
using System.Collections;

public class FlyScript : MonoBehaviour  {
	
	private bool dirRight = true;
	public float speed = 3.0f;
	
	void Update () {
		transform.Translate (Vector2.right * speed * Time.deltaTime);
	}
}


/* 
=================================================
Destroy.cs
=================================================
*/
using UnityEngine;
using System.Collections;

public class Destroy : MonoBehaviour {

	void OnCollisionEnter2D (Collision2D col)
	{
		Destroy(gameObject);
	}
}

/* 
=================================================
LevelLoader.cs
=================================================
*/
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

public class LevelLoader : MonoBehaviour {

	public string Level = "Level_02"; 

	private void OnCollisionEnter2D(Collision2D collision)
	{
		if (collision.gameObject.CompareTag("Player"))
			SceneManager.LoadScene(Level);
	}
}

/* 
=================================================
myTimer.cs
=================================================
*/


using UnityEngine;
using System.Collections;
using UnityEngine.UI; //very important
using UnityEngine.SceneManagement; //also very important

public class myTimer : MonoBehaviour {

	public float myCoolTimer = 99;
	private Text timerText;

	// Use this for initialization
	void Start () {
		timerText = GetComponent();
	}

	// Update is called once per frame
	void Update () {
		myCoolTimer -= Time.deltaTime;
		timerText.text = "Time: " + myCoolTimer.ToString ("f0");
		if (myCoolTimer < 0) {
			SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
		};
	}
}


/* 
=================================================
CameraScript.cs
=================================================
*/
using UnityEngine;
using System.Collections;

public class CameraScript : MonoBehaviour {
	
	public GameObject player;
	
	// Update is called once per frame
	void Update () {
		
		this.gameObject.transform.position = new Vector3(player.gameObject.transform.position.x,this.gameObject.transform.position.y,this.gameObject.transform.position.z);
		
	}
}

/* 
=================================================
Fading.cs
=================================================
*/
using UnityEngine;
using System.Collections;

public class Fading : MonoBehaviour {

	public Texture2D fadeOutTexture;	// the texture that will overlay the screen, This can be a black image or a loading graphic
	public float fadeSpeed = 0.8f;		//the fading speed

	private int drawDepth = -1000;		// the texture's order in the draw hierarchy: a low number means it renders on top
	private float alpha = 1.0f;			// the texture's alpha value between 0 and 1
	private int fadeDir = -1;				// the direction to fade: in = -1 or out = 1;

	void OnGUI() {
		// fade out/in the alpha value using a direction, a speed and Time.deltatime to conver the operation to seconds
		alpha += fadeDir * fadeSpeed 	* Time.deltaTime;
		// force (clamp) the number between 0 and 1 because GUI.color uses alpha values between 0 and 1;
		alpha = Mathf.Clamp01(alpha);

		// set color of our GUI (in this class our texture). All color values remain the same&amp; the Almoha is set to the alpha variable
		GUI.color = new Color (GUI.color.r, GUI.color.g, GUI.color.b, alpha);		// set the alpha value
		GUI.depth = drawDepth;														// make sure the black texture render on top (draw last)
		GUI.DrawTexture ( new Rect (0, 0, Screen.width, Screen.height), fadeOutTexture ); // draw the texture to fit the entire screen area
	}

	// sets fadeDir to the direction parameter making the scene fade in if -1 and out if 1
	public float BeginFade (int direction){
		fadeDir = direction;
		return (fadeSpeed);		// return the fadeSpeed variable so it's easy to time the Application.LoadLevel
	}
}


Game Design and Development 2

This course is designed for students interested in continuing their education in the area of video game design and development. The curriculum will engage learners with hands-on activities and exercises to develop the skills necessary to manage the game creation process. Students will pursue a non-linear course of study with the freedom to explore, under the leadership of an instructor, the areas of video game design and development that are most interesting to them.

Syllabus

Click the following link to download the course syllabus.

Google_Classroom_LogoGoogle Classroom

We will use Google’s classroom management tool Google Classroom to communicate, distribute, and collect assignments and resources.  You will need a join code in order to join this class.

  • Join Code: usmysu

Table of Contents: