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Build Your Own First Person Shooter / Survival Game in Unity

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Game Institute Inc.

84:32:28

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  • 01. Introduction-h264.mp4
    14:06
  • 2.2 DEAD EARTH ASSETS.pdf
  • 02. Project Setup-h264.mp4
    17:15
  • 03 Navigation And Pathfinding I-h264.mp4
    25:48
  • 04 Navigation And Pathfinding Ii-h264.mp4
    58:56
  • 05 Navigation And Pathfinding Iii-h264.mp4
    01:04:17
  • 06 Navigation And Pathfinding Iv-h264.mp4
    01:10:00
  • 07 Navigation And Pathfinding V-h264.mp4
    51:12
  • 08 Navigation And Pathfinding Vi-h264.mp4
    48:22
  • 09 Navigation And Pathfinding Vii-h264.mp4
    34:45
  • 10 Asset Preparation I-h264.mp4
    01:03:02
  • 11 Humanoid Retargeting-h264.mp4
    01:28:39
  • 12 Animation State Machines-h264.mp4
    01:32:02
  • 13 Mecanim With Navigation-h264.mp4
    01:48:07
  • 14 Asset Preparation Ii-h264.mp4
    59:17
  • 15 Ai System I-h264.mp4
    44:52
  • 16 Ai System Ii-h264.mp4
    01:20:21
  • 17 Ai System Iii-h264.mp4
    01:02:05
  • 18 Ai System Iv-h264.mp4
    01:18:21
  • 19 Ai System V-h264.mp4
    53:34
  • 20 The Idle State-h264.mp4
    45:31
  • 21 The Patrol State-h264.mp4
    01:18:02
  • 22 The Alerted State-h264.mp4
    44:56
  • 23 The Pursuit State-h264.mp4
    01:33:27
  • 24 The Feeding State I-h264.mp4
    53:54
  • 25 The Feeding State Ii-h264.mp4
    01:02:39
  • 26 The Fps Controller I-h264.mp4
    49:54
  • 27 The Fps Controller Ii-h264.mp4
    01:30:02
  • 28 The Attack System I-h264.mp4
    01:00:23
  • 29 The Attack System Ii-h264.mp4
    01:02:20
  • 30 Player Damage Screen Effect I-h264.mp4
    02:09:56
  • 31 Player Damage Screen Effect Ii-h264.mp4
    01:16:48
  • 32 Ragdoll Physics-h264.mp4
    50:48
  • 33 The Damage System I-h264.mp4
    55:19
  • 34 The Damage System Ii-h264.mp4
    01:21:26
  • 35 Ragdoll Reanimation I-h264.mp4
    57:51
  • 36 Ragdoll Reanimation Ii-h264.mp4
    01:28:52
  • 37 Injured Slash Damaged Zombie-h264.mp4
    01:44:30
  • 37. Injured slash Damaged Zombie.mp4
    01:44:30
  • 38 Zombie Body Damage-h264.mp4
    45:04
  • 39 Zombie Player Awareness-h264.mp4
    48:07
  • 40 Adding Multiple Zombies-h264.mp4
    54:18
  • 41 Screaming Zombies-h264.mp4
    01:09:55
  • 42 Ai Final Tweaks And Fixes-h264.mp4
    40:12
  • 43 Scripting The Audio Mixer-h264.mp4
    49:15
  • 44 Creating An Audio Pooling System-h264.mp4
    52:09
  • 45 Audio Collections With Scriptable Objects-h264.mp4
    47:40
  • 46 The Zombie Sound System I-h264.mp4
    01:26:25
  • 47 The Zombie Sound System Ii-h264.mp4
    59:49
  • 48 The Zombie Sound System Iii-h264.mp4
    01:22:44
  • 49 The Zombie Sound System Iv-h264.mp4
    01:33:04
  • 50 Player Damage And Pain Sounds-h264.mp4
    27:06
  • 51 The Stamina System And Hud (Creeper 001)-h264.mp4
    44:15
  • 51.4 Lesson 51 Project So Far - Read Me - IMPORTANT.txt
  • 52 The Interactive Item Framework (Creeper 002)-h264.mp4
    48:46
  • 53 The Elevator Sequence (Creeper 003)-h264.mp4
    52:36
  • 54 Constructing Gameplay Elements (Creeper 004)-h264.mp4
    01:03:03
  • 55 The Generic Switch Trigger (Creeper 005)-h264.mp4
    01:11:47
  • 56 Deactivating Lockdown (Creeper 006)-h264.mp4
    38:08
  • 57 Spawning The Access Code (Creeper 007)-h264.mp4
    20:31
  • 58 Completing Creeper (Creeper 008)-h264.mp4
    01:47:11
  • 59 The Interactive Door System I-h264.mp4
    01:53:09
  • 60 The Interactive Door System Ii-h264.mp4
    03:49
  • 61 The Interactive Door System Iii-h264.mp4
    47:55
  • 62 Making Our Scene Interactive-h264.mp4
    01:25:20
  • 63 Heads Up Display I-h264.mp4
    40:26
  • 64 Heads Up Display Ii-h264.mp4
    01:26:07
  • 65 Player Inventory Ui I-h264.mp4
    58:58
  • 66 Player Inventory Ui Ii-h264.mp4
    01:05:53
  • 67 Player Inventory Ui Iii-h264.mp4
    02:01:13
  • 68 Inventory System I-h264.mp4
    01:21:21
  • 69 Inventory System Ii-h264.mp4
    01:20:30
  • 70 Inventory System Iii-h264.mp4
    57:42
  • 71 Inventory System Iv-h264.mp4
    26:15
  • 72 Inventory System V-h264.mp4
    01:00:24
  • 73 Inventory System Vi-h264.mp4
    01:08:28
  • 74 Inventory System Vii-h264.mp4
    01:16:14
  • 75 The Pda System I-h264.mp4
    01:42:37
  • 76 The Pda System Ii-h264.mp4
    02:21:08
  • 76.10 The PDA System II (Addendum).html
  • 77 Dead Earth Part Iii Preview-h264.mp4
    46:45
  • Resources and post-lesson asssignments.zip
  • Description


    Part I: Create and Design Artificially Intelligent Game Characters with Advanced Animation Systems

    What You'll Learn?


    • Develop a robust and extensible artificial intelligence system that syncs with characters' animations
    • Use state machine behaviors and animation curves to drive game logic
    • Design smart NPCs (non-player characters) that interact with their world in realistic ways
    • Understand fundamental game AI concepts like envionement navigation, pathfinding, A*, state machines, animation state machines, etc.
    • Import and animate multiple characters in less time with animation re-targeting
    • Use ragdoll physics to support body part specific damage along with more realistic death animations (and re-animations)
    • Implement screen effects that indicate player damage during attacks
    • Identify and prepare assets, models, and animations for your game
    • Learn how to use Unity's Mecanim system in conjunction with root motion animation and navigation mesh based pathfinding.

    Who is this for?


  • This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre.
  • Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on.
  • What You Need to Know?


  • You will need a Windows PC and a free copy of Unity 5 to experiment with the source code and follow along.
  • More details


    Description

    Whether you’d like to create your own sci-fi or first person military shooter, third person action adventure, or even a role playing game, this Udemy course series provides the training you are looking for. Starting from a blank screen, we'll build all of the systems, together, step-by-step for a game called Dead Earth.

    Dead Earth is a commercial grade, first-person, action-survival game set in the modern post-apocalypse. As mankind’s last hope,you’ll traverse a fallen world ravaged by a lethal plague. The game presents players with a variety of dangerous environments where the fight for survival gets progressively more difficult as the story unfolds. The infection has manifested in a variety of terrifying ways, so you’ll face a varied set of enemies -- from enraged humanoids to total mutations whose origins are not fully understood. 

    In this first course, we’ll setup our project and start populating the world. You'll learn how to create smart AI characters that think strategically and realistically navigate their environment, all while avoiding obstacles and pursuing the goals that you give them.

    You'll also learn how to tie the physics and animation systems together with the behaviors and states of your in-game characters. This will enable them to interact with their world and with the player physically and visually correctly.

    You’ll learn how and when to integrate ragdoll physics with the animation system to offer body part specific damage and more realistic death animations. You’ll even learn how to transition between ragdoll and standard animation systems as we reanimate zombies and other characters that are down, but not out.

    Along the way we'll discuss in detail concepts like A*, pathfinding and navigation, state machines, animation state machines, and much, much more. By the time we’re done, you’ll be able to fill your own worlds with noble companions, background characters, and deadly enemies that bring your games to life!

    Over the totality of this course series you'll build the full game from the ground up. You'll learn how to:

    • Use state machine behaviors and animation curves to drive game logic.
    • Create your own missions that chain together different series of game events, unlock additional items and uncover new areas of the world.
    • Develop a complete first person arms/weapons management system with melee and ranged weapon support.
    • Dive deep into the development of a robust and extensible artificial intelligence system that syncs with your characters’ animations.
    • Design smart NPCs for your game who can interact with their world in very realistic ways.
    • Build an in-game inventory system for players to manage their weapons, ammo, health boosters, mission items, and more.
    • Assemble fully interactive worlds with working doors, elevators, cabinets and drawers.
    • Learn how to use scripted events to drive your story line forward.
    • Understand fundamental concepts in the field of game AI, like navigation and path-finding, state machines, animation state machines, and more.
    • Find out how to import and animate multiple characters in less time using humanoid re-targeting
    • Create custom interfaces for health bars, ammo, inventory items, and more.
    • Develop your own audio log system for delivering storytelling elements.
    • Use a combination of Umbra and custom technology to accelerate real-time lighting and shadows in graphics intensive scenes.

     


    Who this course is for:

    • This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre.
    • Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on.

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    Game Institute Inc.
    Game Institute Inc.
    Instructor's Courses
    Game Institute™ is a leading provider of accredited, professional training in the field of video game development. We teach the most important skills necessary for anyone interested in creating video game art and/or writing code for games. We are an independent game development shop ourselves, founded by a team of industry game artists and programmers in the US and UK in 2001. We have trained learners from all around the world, many of whom have gone on to industry jobs. Students can train directly at our main website, totally at their own pace, or you seek a more structured certification program here with us or through one of over 3000 accredited education partners. We offer tracks for both game artists and game programmers. In addition to high school and college students and industry pros, a significant percentage of our members are amateur, indie, and hobbyist game designers and developers working on their own independent game projects.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 78
    • duration 84:32:28
    • Release Date 2024/04/24