Gaming and Immersive Learning (AR-VR)
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Domain Track : Gaming and Immersive Learning (AR-VR)

Domain Track : Gaming and Immersive Learning (AR-VR)

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This course aims at helping anyone willing to learn Unity to create VR experience No previous programming experience is required, and most of the principles covered in the course will help future Programmers wrap their head around programming basics.It features a self-learning approach. Every topic comes in on a need-to-know basis.Most of the course examples can be done with the simplest hardware.Whether you want to experiment with a simple Android or iPhone cardboard, add a remote game controller, or go for Pro hardware, the principles, techniques and code you’ll take away from this course will help you deliver a full VR Experience, fastVR.

Domain Credits (T-P-P) : 20

Courses Division :

  • Course 1: Introduction to Gaming & Simulation (0 + 1+ 1)
  • Course 2: Game Assets & Game Objects (1 + 1 + 1)
  • Course 3: Building Game Environment (1 + 1 + 1)
  • Course 4: Game Animation, Scripting & UI (1 + 1 + 1)
  • Course 5: Binary Deployment and Cross-Platform Controls (1 + 1 + 1)
  • Course 6: Project (0 + 0 + 6)

Domain Objectives:

  • Students will know about the History of Computer Graphics
  • Know about Gaming Industry
  • Understanding of Individual Roles in a Gaming Industry
  • End to End Game Development Pipeline
  • Virtual Reality Development Fundamentals
  • Side-Loading to Oculus Quest 2 and Cosmos
  • Oculus Controllers and Hands and Grabbing and Distance Grabbing
  • Run-time Debugging Tool and VR Slicing
  • OpenXR Setup and Oculus Quest 2 Unity Development
  • Custom VR Avatar Models
  • UI Interactions in VR and VR Scene Loading

Domain Learning Outcomes:

  • Storyboarding
  • Game Assets Development, efficient Import/ Export of assets for Games.
  • Animation in Games
  • C# Programming
  • Audio Pipeline
  • User Interface
  • Cross-Platform Support of a Game
  • Technical and Specification Document of a Game
  • Create immersive VR Experiences with panoramic video
  • Create interactive head’s up 3D user interfaces
  • Add support for Game Controllers and Google Cardboard “Screen Touch” button.
  • Use Unity Remote to test thing in the Editor
  • Take advantages of Unity’s Events to trigger actions on interactive objects, including loading scenes
  • Bypass Unity XR SDKs
  • Use Unity’s Animator State Machine along with Collider Triggers, to trigger animations when passing by

Career Scope:

  • Design/Graphics Engineer
  • Game Designer/Animator
  • 3D/2D Artist
  • Game Programmer
  • Audio Engineer
  • Unity Developer
  • Game Tester
  • AR/VR Developer

Software or tools:

  • Unity-3D
  • Visual-Studio
  • Blender
  • Maya
  • ZBrush
  • Substance Painter
  • Photoshop

Lab Facilities

Lab Work:

  • 3D Model Design
  • Post-Processing
  • Rigging & Animation
  • Lighting & Rendering
  • Composting & Texturing
  • Video/Image Rendering
  • Game Designing/Developing

Software Used:

  • Unity-3D
  • Visual-Studio
  • Blender & Maya
  • ZBrush
  • Substance Painter

Learning Outcomes:

  • Design, create, and integrate audio, visual, and interactive elements into a comprehensive
    immersive experience.
  • Develop content for successful delivery across multiple platforms, including PC, mobile devices
    and head-mounted displays.
  • Evaluate current trends of AR and VR media delivery to propose options to potential clients, and discuss the benefits, challenges and misconceptions involved with working in AR and VR.
  • Evaluate various interaction schemes common to AR/VR experiences.
  • Use immersive effects of visual and audio assets to AR/VR experiences and evaluate
    implementation methods.

Hardware:

  • VR device capable of interactivity (comes with a controller for a variety of functions)
  • High End Computer System with dedicated NVIDIA Graphics Card
  • Large enough storage capacity to ensure you have the ability to use these devices in the way you
    want, now and in the future (external content brought in, plus student and teacher-created content)
  • HTC Vive Pro
  • Vive Cosmos
  • OCULUS Quest-2
  • High End 3D Projector along with 3D Glasses
  • Google Cardboard

Advantages of AR/VR in Higher Education:

  • AR/VR makes learning immersive and experiential
  • It leads to enhanced memory retention among students
  • It is particularly of great aid to students with learning difficulties
  • It dissects and simplifies complex topics and concepts for better understanding
  • It promotes self-learning and self-sufficiency among students
  • It is a great training tool and instils confidence in learners
  • It makes remote learning engaging and interesting

Career Opportunities:

  • Design/Graphics Engineer
  • Game Designer/Animator
  • 3D/2D Artist
  • Game Programmer
  • Audio Engineer
  • Unity Developer
  • Game Tester
  • AR/VR Developer

Domain Syllabus:

1. Introduction to Gaming & Simulation
Module I: Welcome to Game Engine (2+2.5)
  • 1.1 Importance of Storyboarding a Game Idea
  • 1.2 The Economics of Game Development
  • 1.3, Assessing Game Markets and Platforms
  • 1.4 Marketing Methods for Games
  • 1.5 Monetizing Games and Upgrades.
Module II: Introduction to Game Production (1)
  • 1.6 Video Game Platforms and Genres
  • 1.7 Describing the Game Production Pipeline 1.8 Game Development Jobs and Roles
  • 1.9 The Game Design Document
  • 1.10 The Technical Design Document
  • 1.11 Getting Started in Unity
  • 1.12 Creating a New Unity Project
  • 1.13 Using the Unity Asset Store
  • 1.14 Source Control for Working in Team.
Module III: The Game Engine User Interface (2+2)
  • 1.15Introduction to the Unity Editor Interface
  • 1.16 Analyzing the Unity Editor User Interface
  • 1.17 Utilizing the Unity Editor User Interface
  • 1.18 Navigating the Scene View Window
  • 1.19 Utilizing the Game View Window
  • 1.20 Navigating the Hierarchy Window
  • 1.21 Using the Inspector Window
  • 1.22 Managing Assets in the Project Window
  • 1.23. Searching and Filtering in the Project Window, Organizing the Scene with Layers
Module IV: Using Game objects and assets (1+2)
  • 1.24 Creating and Modifying Game Objects
  • 1.25 Defining Unity Editor Units
  • 1.26 Describing Assets in the Production Pipeline
  • 1.27 Review: Defining an Asset
  • 1 28 Organizing Assets in the Unity Editor
  • 1.29 Defining a Game Object.
Module V: Defining a Game Object (2+2)
  • 1.30 Creating Unity-native Game Objects
  • 1.31 Manipulating Game Objects in the Unity Editor
  • 1.32 Describing What is a Unity-native Game Object
  • 1.33The Role of Components in the Unity Editor
  • 1.34Defining Prefabs and Scene Structure
  • 1.35Defining the Role of the Prefab in Unity
  • 1.36Creating and Saving a Scene.
Module VI: The Hierarchy of Scenes within a Game (1+2)
  • 1.37 Importing Assets into a Project
  • 1.38 Importing and Configuring a 3D Model
  • 1.39 Importing Textures for Use in Materials
  • 1.40 Importing FBX Files with Animation, Working with Sprites, Introduction to Sprites in Game Development.
Module VII: Managing Projects and Assets (1+2)
  • 1.41 Project Management in Unity
  • 1.42 Introduction to Game Project Management
  • 1.43 Managing Assets, Using the Unity Asset Store (Reprise)
  • 1.44 Importing Offline Content
  • 1.45 Creating Project Structure Based on Assets
  • 1.46 sorting the Zombie Toys Prop Model Assets
  • 1.47 Setting Resolution and Type of Texture Files
2. Game Assets and Objects
Module I: Preparing Assets for implementation (1+2.5)
  • 2.1 Best Practices in 3D Content Creation
  • 2.2 Modelling for Games
  • 2.3 Animating for Games
  • 2.4 UV Mapping and Texturing Techniquesand Exporting to Unity
  • 2.5 Importing into unity
  • 2.6 materials in Unity
  • 2.7 The Interaction of Lighting and Materials.
Module II: Discovering the Standard Shader in Unity (1+2)
  • 2.8 Exploring other Material Types
  • 2.9 Analyzing the Benefits of Customer Shaders
  • 2.10 Creating the Materials for Zombie Toys Props
  • 2.11 Duplicating and Modifying Materials
  • 2.12 Case Studies in Material Creation
  • 2.13 Managing and Using Textures in the Unity Editor
  • 2.14 Texturing for Game Development
  • 2.15 Optimization and Reuse of Textures.
Module III: Assembling the Game Level (2+2)
  • 2.16 Branching and Hierarchies
  • 2.17 Creating Hierarchies in Unity
  • 2.18 Using Empty Game Objects as Pivots
  • 2.19 Introduction to Physics in Unity
  • 2.20 Understanding the Physics System in Unity
  • 2.21 Introduction to the Rigid body Component.
Module IV: Introduction to Colliders (1+2)
  • 2.22 Creating the Colliders for Zombie Toys Props
  • 2.23 Introduction to Game Level Design
  • 2.24 Introduction to Game Level Design
  • 2.25 The Level Design in Zombie Toys
  • 2.26 Placing Objects in a Scene
  • 2.27 Importing the Prop Prefabs into the Scene
  • 2.28 Cloning the Stars
  • 2.29 Creating the Level Boundaries.
Module V: Lighting in Games (1+2)
  • 2.30 Introduction to Game Lighting
  • 2.31Introduction to Game Lighting
  • 2.32Differences in Lighting for Games and for Film
  • 2.33 Placing and Adjusting Lights in a Scene
  • 2.34 Analyzing the Different Lights and Properties
  • 2.35 Light Types and Behaviors
  • 2.36 Using Layers to Exclude Objects from Lighting
  • 2.37 Casting and Modifying Shadows
  • 2.38 Mesh Renderer Attributes for Shadows.
Module VI: Differentiating Shadow Types (1+2)
  • 2.39 Creating Cookies to Shape Lights
  • 2.40 Faking Shadows for Better Performance
  • 2.41 Benefits of Faking Shadows in Games
  • 2.42 Utilizing Painted Shadows
  • 2.43 Using Projectors to Project Shadow Cookies
  • 2.44 Lighting the Zombie Toys Game
  • 2.45 Lighting the Zombie Toys Scene
  • 2.46Lighting Variations for Changing the Mood.
Module VII: Baking Lighting in Game Production (1+2)
  • 2.47 Light Baking in Video Games
  • 2.48 Introduction to Light Baking in Video Games
  • 2.49 Setting Objects to Participate in Light Baking
  • 2.50 Marking Objects as Static for Light Baking
  • 2.51 Creating UV Coordinates for Light Baking
  • 2.52 Baking Lighting
  • 2.53 Continuous and Manual Light Baking
  • 2.54 Placing Light Probes for Moving Objects
  • 2.55 Creating Reflection Probes
  • 2.56 Baking the Lighting in Zombie Toy
  • 2.57 Creating the Light Probes in Zombie Toys
3. Building Game Environment
Module I: Building the Player and Allies (2+2)
  • 3.1 Creating a Player Controller
  • 3.2 Examining Why to Use a Custom Controller
  • 3.3 Creating the Player Controller Game Object
  • 3.4 Adding a Game Manager
  • 3.5 Explaining the, Purpose of the Game Manager
  • 3.6 Making the Controller Functional.
  • 3.7 Adding Scripts for Behavior
  • 3.8 Configuring the Camera
  • 3.9 Creating the Sheep Ally
  • 3.10Building the Sheep Ally From a Model
  • 3.11 Creating the Dog Ally
  • 3.12 Building the Dog Ally From a Model.
Module II: Building the Enemies (2+2)
  • 3.13 Creating an Enemy
  • 3.14 Designing the Enemy Behaviors
  • 3.15Creating the First Enemy Character
  • 3.16 Creating the Enemy Animator Controller
  • 3.17 Creating Additional Enemies
  • 3.18 Creating the Zombear Enemy
  • 3.19 Creating the Zombie Duck Enemy
  • 3.20 Creating the Other Enemies
  • 3.21 introducing Enemies into the Game, Placing the Spawn Points, Spawning the Enemies.
Module III: Introduction to Unity’s Particle System (1+1)
  • 3.22 Analyzing Existing Particle Effects
  • 3.23 Setting Up the Interface for Effects
  • 3.24 Case Study: Developing the Lightning Attack
  • 3.25 Overview of the Lightning Attack
  • 3.26 Building the Lightning Attack Hit
  • 3.27 Building the Lightning
  • 3.28 Attack Emitter
  • 3.29 Building the Lightning Bolt
  • 3.30Integrating the Lightning Attack into the Game
Module IV: Creating Particle Systems (1+2)
  • 3.31 Intro to the Particle Systems in the Unity Editor
  • 3.32 Examples of Unity Particles in Video Games
  • 3.33 the Role of the Effects Artist in Video Games
  • 3.34 Comparing Game Effects with Other Media,And Production Best Practices for Particle Systems.
Module V: Case Study (1+2)
  • 3.35 Developing the Frost Attack
  • 3.36 Introduction to the Frost Attack
  • 3.37 Building the Frost Debuff, Building the, Frost Attack Emitter
  • 3.38 Building the Frost Cone Effect
  • 3.39 Integrating the Frost Attack into the Game
  • 3.40 Case, Study: Developing the Stink Bomb Attack
  • 3.41 Introduction to the Stink Bomb Attack
  • 3.42 Creating the Stink Bomb Hit Effect.
Module VI: Case Study (1+2)
  • 3.43 Developing the Slime Attack
  • 3.44 Introduction to the Slime Attack
  • 3.45 Creating the Slime Hit Effect
  • 3.46 Creating the Slime Debuff
  • 3.47 Creating the Slime Attack Reticle
  • 3.48 Building the Slime Attack Emitter
  • 3.49 Building the Slime Projectile
  • 3.50 Integrating the Slime Attack into the Game
  • 3.51 Finalizing Player Attacks, Adding the Ally Manager.
Module VII: Adding Audio to Game Levels (1+2.5)
  • 3.52 Introduction to Audio in Game Development
  • 3.53 Introduction to Audio in Game Development
  • 3.54 Importing Audio into Unity
  • 3.55 Introduction to Importing Audio in Unity
  • 3.56 Supported Audio Formats in Unity, Playing Audio in the Unity Editor
  • 3.57 Testing Audio Sources in the Scene, Mixing Audio in Unity
  • 3.58 Using Audio Mixers and Audio Mixer Groups
  • 3.59 Setting up the Zombie Toys Audio Mixers
  • 3.60 Creating Audio Effects, Introduction
4. Game Animation, Scripting & UI
Module I: Animating Game Objects in the Unity Editor (1+2)
  • 4.1 Introduction to Animation in Game Development
  • 4.2 Introduction to Animation in Game Development
  • 4.3 Animating in the Unity Editor
  • 4.4 Animation in the Unity Editor
  • 4.5 Refining Animation in the Unity Editor.
Module II: Bringing Animation into the Game  (1+2)
  • 4.6 Importing Animated Characters
  • 4.7 Introduction to Rigging and Imported Animation
  • 4.8 Asset Data when Importing
  • 4.9 Available Rig Animation Types.
Module III: Animation Creation and Controlling (1+2)
  • 4.10 Creating and Naming Animation-Clips
  • 4.11 Creating an Animator Controller
  • 4.12 Introduction to the Animator Controller
  • 4.13 Creating and Modifying Animation States
  • 4.14 Creating Parameters to Control Transitions
  • 4.15 Creating an Animator Override Controller.
Module IV: Scripting in Game Development (2+2.5)
  • 4.16 Intro to Scripting in Game Development
  • 4.17 Intro to Scripting in Game Development
  • 4.18 Creating Scripts in Unity
  • 4.19 Creating and Saving a Script in Unity
  • 4.20 Analysing the Default
  • 4.21 Script Methods, Scripting Primer and Best Practices
  • 4.22 Attaching a Script to a Game Object.
  • 4.23 Variables
  • 4.24 List of Variable Types
  • 4.25 Creating Conditions in Scripting
  • 4.26 Introduction to Conditions
  • 4.27 The “if’ Condition
  • 4.28 The “if else” Condition
  • 4.29 Complex Conditions, Looping.
Module V: Designing User Interfaces for Games (1+2)
  • 4.30 Introduction to Designing the User Interface
  • 4.31 Assessing User Interface Design Needs
  • 4.32 Examining the UI Tools in the Unity Editor
  • 4.33 Creating a User Interface
  • 4.34 Investigating the Canvas Functionality
  • 4.35: Utilizing the Power of the Rect Transform
  • 4.36 Creating a UI Button
  • 4.37 Creating a UI Image
  • 4.38 Creating UI Text
  • 4.39 Creating Interaction in the UI with Events.
Module VI: Introduction to Looping (1+2)
  • 4.40 The “while” Loop
  • 4.41 The “for” Loop
  • 4.42 Creating Custom Methods
  • 4.43 Benefits of Using Custom Methods
  • 4.44 Utilizing Arguments
  • 4.45 Utilizing Method Return Types
  • 4.46 Coroutines, Introduction to Coroutines
  • 4.47 Accessing Components via Script
  • 4.48 Utilizing the getComponent() Function
  • 4.49 Code Cases
  • 4.50 Common Pieces of Zombie Toys Code.
Module VII: Implementing Navigation and Path Finding (1+2)
  • 4.51 Introduction to Navigation and Path Finding
  • 4.52 Introduction to Navigation in Unity
  • 4.53 Describing a NavMesh
  • 4.54 Defining a NavMesh Agent
  • 4.55 Describing a NavMesh Obstacle
5. Binary Deployment and Cross-Platform Controls
Module I: Building the Camera and Player Selection System (1+3)
  • 5.1 Intro to the Camera and Player Selection Behaviors
  • 5.2 Analyzing the Player Selection System.
Module II: Creating another Player Option  (2+2.5)
  • 5.3 Making the Player Selectable
  • 5.4Adding Another Player
  • 5.5 Finalizing the Camera.
Module III: Adding Camera Animations (2+2)
  • 5.6 Configuring the Camera Animator Controller
  • 5.7 Applying Behavior to the Camera
  • 5.8 Adding Character Selection Spotlights.
Module IV: Building and Deploying the Game (1+1)
  • 5.9 Building the Game
  • 5.10 Introduction to the Build Process
  • 5.11Adjusting the Player Settings
  • 5.12 Building the Game.
Module V: Protecting Your Creation (1)
  • 5.13 Legal Considerations for Your Game
  • 5.14 Unity Services
  • 5.15 Unlocking the Unity Platform Potential
  • 5.16 Surveying Unity Services
Module VI: Understanding of Cross-Platform Inputs (1+2)
  • 5.17 Different Input types like
  • 5.18 Mobile, WebGL, OpenVR& other unity supported platforms.
Module VII: Preparing for Mobile Deployment (2+2)
  • 5.19 Modifying Zombie Toys for Mobile
  • 5.20 Introduction to Mobile Development in Unity
  • 5.21 Changing the Build Platform to Mobile
  • 5.22 Adding the Mobile Interface UI
  • 5.23 Implementing Mobile Input Behaviors

Session Plan for the Entire Domain:

1. Introduction to Gaming & Simulation
  • Session 1: Welcome to Game Engine: Importance of Storyboarding a Game Idea,
  • Session 2: The Economics of Game Development, Assessing Game Markets and Platforms, Marketing Methods for Games, Monetizing Games and Upgrades.
  • Session 3: Introduction to Game Production: Video Game Platforms and Genres, Describing the Game Production Pipeline, Game Development Jobs and Roles,
  • Session 4: The Game Design Document, The Technical Design Document, Getting Started in Unity, creating a New Unity Project, Using the Unity Asset Store, Source Control for Working in Team.
  • Session 5: The Game Engine User Interface: Introduction to the Unity Editor Interface, Analyzing the Unity Editor User Interface, Utilizing the Unity Editor User Interface, Navigating the Scene View Window, Utilizing the Game View Window, Navigating the Hierarchy Window, Using the Inspector Window,
  • Session 6: Managing Assets in the Project Window, Searching and Filtering in the Project Window, Organizing the Scene with Layers.
  • Session 7: Using Game objects and assets: Creating and Modifying Game Objects, Defining Unity Editor Units,
  • Session 8: Describing Assets in the Production Pipeline, Review: Defining an Asset, Organizing Assets in the Unity Editor, Defining a Game Object.
  • Session 9: Defining a Game Object: Creating Unity-native Game Objects, Manipulating Game Objects in the Unity Editor, Describing What is a Unity-native Game Object,
  • Session 10: The Role of Components in the Unity Editor, Defining Prefabs and Scene Structure, Defining the Role of the Prefab in Unity, Creating and Saving a Scene.
  • Session 11: The Hierarchy of Scenes within a Game: Importing Assets into a Project, Importing and Configuring a 3D Model,
  • Session 12: Importing Textures for Use in Materials, Importing FBX Files with Animation,
  • Session 13: Working with Sprites, Introduction to Sprites in Game Development.
  • Session 14: Managing Projects and Assets: Project Management in Unity, Introduction to Game Project Management, Managing Assets,
  • Session 15: Using the Unity Asset Store (Reprise), Importing Offline Content,
  • Session 16: Creating Project Structure Based on Assets, Sorting the Zombie Toys Prop Model Assets, Setting Resolution and Type of Texture Files.
2. Game Assets and Objects
  • Session 1: Preparing Assets for implementation: Best Practices in 3D Content Creation, Modelling for Games, Animating for Games, UV Mapping and Texturing Techniques, and
  • Session 2: Exporting to Unity, Importing into Unity, Materials in Unity, The Interaction of Lighting and Materials.
  • Session 3: Discovering the Standard Shader in Unity: Exploring other Material Types, Analyzing the Benefits of Custom Shaders, Creating the Materials for Zombie Toys Props, Duplicating and Modifying Materials,
  • Session 4: Case Studies in Material Creation, Managing and Using Textures in the Unity Editor, Texturing for Game Development, Optimization and Reuse of Textures.
  • Session 5: Assembling the Game Level: Branching and Hierarchies, Creating Hierarchies in Unity, Using Empty Game Objects as Pivots,
  • Session 6: Introduction to Physics in Unity, Understanding the Physics System in Unity, Introduction to the Rigid body Component,
  • Session 7: Introduction to Colliders: Creating the Colliders for Zombie Toys Props, Introduction to Game Level Design, The Level Design in Zombie Toys,
  • Session 8: Placing Objects in a Scene, Importing the Prop Prefabs into the Scene, Cloning the Stars, Creating the Level Boundaries.
  • Session 9: Lighting in Games: Introduction to Game Lighting, Introduction to Game Lighting, Differences in Lighting for Games and for Film, Placing and Adjusting Lights in a Scene, Analyzing the Different Lights and Properties,
  • Session 10: Light Types and Behaviors, Using Layers to Exclude Objects from Lighting, Casting and Modifying Shadows, Mesh Renderer Attributes for Shadows.
  • Session 11: Differentiating Shadow Types: Creating Cookies to Shape Lights, Faking Shadows for Better Performance,
  • Session 12: Benefits of Faking Shadows in Games, Utilizing Painted Shadows, Using Projectors to Project Shadow Cookies,
  • Session 13: Lighting the Zombie Toys Game, Lighting the Zombie Toys Scene, Lighting Variations for Changing the Mood.
  • Session 14: Baking Lighting in Game Production: Light Baking in Video Games, Introduction to Light Baking in Video Games, Setting Objects to Participate in Light Baking, Marking Objects as Static for Light Baking,
  • Session 15: Creating UV Coordinates for Light Baking, Baking Lighting, Continuous and Manual Light Baking, Placing Light Probes for Moving Objects,
  • Session 16: Creating Reflection Probes, Baking the Lighting in Zombie Toys, Creating the Light Probes in Zombie Toys.
3. Building Game Environment
  • Session 1: Building the Player and Allies: Creating a Player Controller, examining: Why to Use a Custom Controller, Creating the Player Controller Game Object,
  • Session 2: Adding a Game Manager, Explaining the, Purpose of the Game Manager, Making the Controller Functional, Adding Scripts for Behavior,
  • Session 3: Configuring the Camera, Creating the Sheep Ally, Building the Sheep Ally from a Model, Creating the Dog Ally, Building the Dog Ally from a Model.
  • Session 4: Building the Enemies: Creating an Enemy, Designing the Enemy Behaviors, Creating the First Enemy Character, Creating the Enemy Animator Controller, Creating Additional Enemies, Creating the Zombear Enemy, Creating the Zombie Duck Enemy,
  • Session 5: Creating the Other Enemies, Integrating Enemies into the Game, Placing the Spawn Points, Spawning the Enemies.
  • Session  6: Creating Particle Systems: Intro to the Particle Systems in the Unity Editor, Examples of Unity Particles in Video Games, the Role of the Effects Artist in Video Games, Comparing Game Effects with Other Media, And Production Best Practices for Particle Systems.
  • Session 8: Introduction to Unity’s Particle System: Analyzing Existing Particle Effects, Setting Up the Interface for Effects,
  • Session 9: Case Study: Developing the Lightning Attack, Overview of the Lightning Attack, Building the Lightning Attack Hit, Building the Lightning, Attack Emitter, Building the Lightning Bolt, Integrating the Lightning Attack into the Game.
  • Session 10 Case Study: Developing the Frost Attack, Introduction to the Frost Attack, Building the Frost Debuff, Building the, Frost Attack Emitter, Building the Frost Cone Effect.
  • Session 11: Session Integrating the Frost Attack into the Game, Case, Study: Developing the Stink Bomb Attack, Introduction to the Stink Bomb Attack, Creating the Stink Bomb Hit Effect
  • Session 12: Case Study: Developing the Slime Attack, Introduction to the Slime Attack, Creating the Slime Hit Effect, Creating the Slime Debuff.
  • Session 13: Creating the Slime Attack Reticle, Building the Slime Attack Emitter, Building the Slime Projectile, Integrating the Slime Attack into the Game, Finalizing Player Attacks, Adding the Ally Manager.
  • Session 14: Adding Audio to Game Levels: Introduction to Audio in Game Development, Introduction to Audio in Game Development,
  • Session 15: Importing Audio into Unity, Introduction to Importing Audio in Unity, Supported Audio Formats in Unity, Playing Audio in the Unity Editor, Testing Audio Sources in the Scene,
  • Session 16: Mixing Audio in Unity, Using Audio Mixers and Audio Mixer Groups, setting up the Zombie Toys Audio Mixers, Creating Audio Effects, Introduction to Audio Effects.
4. Game Animation, Scripting & UI
  • Session 1: Animating Game Objects in the Unity Editor, Introduction to Animation in Game Development,
  • Session 2: Animating in the Unity Editor, Creating Animation in the Unity Editor, Refining Animation in the Unity Editor.
  • Session 3: Bringing Animation into the Game: Importing Animated Characters, Introduction to Rigging and Imported Animation, Recognizing Asset Data when Importing, Differentiating Available Rig Animation Types
  • Session 4: Animation Creation and Controlling: Creating and Naming AnimationClips, Creating an Animator Controller, Introduction to the Animator Controller, Creating and Modifying Animation States,
  • Session 5: Creating Parameters to Control Transitions, Creating an Animator Override Controller.
  • Session 6: Scripting in Game Development: Intro to Scripting in Game Development, Intro to Scripting in Game Development, Creating Scripts in Unity, Creating and Saving a Script in Unity,
  • Session 7: Analysing the Default, Script Methods, Scripting Primer and Best Practices, Attaching a Script to a Game Object.
  • Session 8: Declaring Variables, List of Variable Types, Creating Conditions in Scripting, Introduction to Conditions, The “if’ Condition, The “if else” Condition, Complex Conditions, Looping.
  • Session 9: Designing User Interfaces for Games: Introduction to Designing the User Interface, Assessing User Interface Design Needs, Examining the UI Tools in the Unity Editor, Creating a User Interface,
  • Session 10: Investigating the Canvas Functionality, Utilizing the Power of the Rect Transform, Creating a UI Button, Creating a UI Image, Creating UI Text, Creating Interaction in the UI with Events.
  • Session 11: Introduction to Looping: The “while” Loop, The “for” Loop,
  • Session 12: Creating Custom Methods, The Benefits of Using Custom Methods, Utilizing Arguments, Utilizing Method Return Types,
  • Session 13: Coroutines, Introduction to Coroutines, Accessing Components via Script, Utilizing the GetComponent() Function,
  • Session 14: Common Code Cases, Other Libraries, Anotations and SceneManagement Session 15:
  • Session 15: Implementing Navigation and Path Finding: Introduction to Navigation and Path Finding, Introduction to Navigation in Unity, Describing a NavMesh,
  • Session 16: Defining a NavMesh Agent, Describing a NavMesh Obstacle.
5. Binary Deployment and Cross-Platform Controls
  • Session 1: Building the Camera and Player Selection System: Intro to the Camera and Player Selection Behaviors, Analyzing the Player Selection System.
  • Session 2: Creating another Player Option: Making the Player Selectable, Adding Another Player, Finalizing the Camera.
  • Session 3: Adding Camera Animations: Configuring the Camera Animator Controller, Applying Behavior to the Camera, Adding Character Selection Spotlights.
  • Session 4: Building and Deploying the Game: Building the Game, Introduction to the Build Process, Adjusting the Player Settings, Building the Game.
  • Session 5: Protecting Your Creation: Legal Considerations for Your Game, Unity Services, Unlocking the Unity Platform Potential, Surveying Unity Services.
  • Session 6: Understanding of Cross-Platform Inputs: Different Input types Mobile, WebGL.
  • Session 7: Understanding of Cross-Platform Inputs: Different Input types OpenVR & other unity supported platforms.
  • Session 8: Preparing for Mobile Deployment: Modifying Zombie Toys for Mobile, Introduction to Mobile Development in Unity.
  • Session 9: Changing the Build Platform to Mobile, Adding the Mobile Interface UI, Implementing Mobile Input Behaviors.
  • Session 10: Deploying the game in Android Platform.

List of Projects / Products:

Product Name Product Type Target Domain Duration
(Per module in days)
SkillTech Modules for Engineering and ITI Training

1

e-Content for
Interactive Visualization

  1. Automotive
  2. Manufacturing
  3. Electrical
  4. SMO
  5. Logistics & Supply Chain

10

2

Gamified Assessment e-content
Modules

25

Gate Process for Project / Product:

  • Gate 0:       Idea : Storyboarding
  • Gate 1:       Scope : Market, Objective and Target Audience
  • Gate 2:       Feasibility Study : Project Plan, Task Analyzation and  Distribution
  • Gate 3:       Development (Work Breakdown Structure) : Product Development
  • Gate 4:       Testing : Unit Testing | Integration Testing | System Testing
  • Gate 5:       Documentation : Technical Doc | Specification Doc

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Sandeep Kumar

Lecturer, Department of CSE
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Sandeep Kumar is B. Tech in Computer Science & Engineering from Centurion University, Bhubaneswar. He chooses his career as a Game Developer and has strong interest in Animation, XR and Game AI. He is a Unity Certified Developer from Jan 18. Sandeep is a Runner-up of Unity Gaming Hackathon at APITA organized by UNESCO. Currently, […]