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Master Procedural Maze & Dungeon Generation

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Penny de Byl,Penny @Holistic3D.com,Michael Bridges

20:47:04

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  • 01-01. Introduction by Penny.mp4
    01:45
  • 01-02. Introduction by Mike.mp4
    01:43
  • 01-03. Need a Blender or Unity Refresher.html
  • 01-04.1 socialmedia v2.mp4
    01:15
  • 01-04. Join the H3D Student Community.mp4
    01:15
  • 01-05. FAQs.html
    • SUBS
  • 02-01.1 BasicMazeFinal.zip
  • 02-01. Defining a Modular Maze.mp4
    10:44
  • 02-02.1 MazeMapFinal.zip
  • 02-02. Defining Walls and Corridors.mp4
    11:29
  • 02-03.1 BasicCrawler.zip
  • 02-03. The Drunken Crawl.mp4
    14:31
  • 02-04.1 MultipleCrawlerFinal.zip
  • 02-04. Crawling Challenges.mp4
    11:01
  • 02-05.1 BorderMazeFinal.zip
  • 02-05. Placing a Border Wall.mp4
    11:44
  • 02-06.1 Steve.zip
  • 02-06.2 SteveWalkerFinal.zip
  • 02-06. Exploring the Maze as a First Person Character.mp4
    05:29
    • SUBS
  • 03-01.1 MazeCS.zip
  • 03-01. Counting Neighbours.mp4
    09:26
  • 03-02.1 PrimsFinal.zip
  • 03-02. Randomised Prims Algorithm.mp4
    11:17
  • 03-03. Wilsons Maze Generator Part 1.mp4
    14:21
  • 03-04. Wilsons Maze Generator Part 2.mp4
    14:12
  • 03-05. Wilsons Maze Generator Part 3.mp4
    16:19
  • 03-06.1 WilsonsFinal.zip
  • 03-06. Wilsons Maze Generator Part 4.mp4
    06:45
  • 03-07. Recursive Depth First Search Maze Part 1.mp4
    13:16
  • 03-08.1 RecursiveDFSFinal.zip
  • 03-08. Recursive Depth First Search Maze Part 2.mp4
    17:18
    • SUBS
  • 04-01. Introduction To The Maze Section.mp4
    01:04
  • 04-02. What Is Modular Anyway.mp4
    02:08
  • 04-03. Planning Your Pieces - On Paper.mp4
    12:21
  • 04-04.1 Screencast Keys.html
  • 04-04. Setting Up Blender And Add-Ons.mp4
    04:06
  • 04-05.1 Lecture State Change.html
  • 04-05. Origins and Auto Mirror.mp4
    10:24
  • 04-06.1 Lecture State Change.html
  • 04-06. Watching For Incorrect Normals.mp4
    11:01
  • 04-07.1 Lecture State Change.html
  • 04-07. Mid-Section Challenge.mp4
    07:12
  • 04-08.1 Lecture State Change.html
  • 04-08.2 Blender to Unity Export Script 2.2.zip
  • 04-08. Export and Test in Unity.mp4
    09:36
  • 04-09.1 Lecture State Change.html
  • 04-09. Scripting To Speed Up Export.mp4
    08:27
  • 04-10. Reference Material.mp4
    05:55
  • 04-11.1 Lecture State Change.html
  • 04-11. Level Of Detail Overview.mp4
    14:13
  • 04-12.1 Lecture State Change.html
  • 04-12. Medium Detail - Watch Your Time.mp4
    14:58
  • 04-13.1 Lecture State Change.html
  • 04-13. Fixing Shading And Adding Materials.mp4
    15:29
  • 04-14.1 Lecture State Change.html
  • 04-14. Managing Material Imports.mp4
    14:38
  • 04-15. Basic Pipeline Overview.mp4
    05:40
  • 04-16.1 Lecture State Change.html
  • 04-16.2 Pipes.zip
  • 04-16. Adding More Details.mp4
    23:17
  • 04-17.1 Blender to Unity Export Script.zip
  • 04-17.2 Lecture State Change.html
  • 04-17. Making A Light.mp4
    13:02
  • 04-18. The Maze Section Wrap Up.mp4
    00:44
    • SUBS
  • 05-01.1 SimpleMazePieces.zip
  • 05-01.2 RecursiveDFSFinal.zip
  • 05-01. Preparing Models for Placement.mp4
    12:59
  • 05-02. Placing a Piece with Code.mp4
    17:06
  • 05-03. Wildcard Piece Placement Patterns.mp4
    08:56
  • 05-04.1 CompleteMaze.zip
  • 05-04. Patterns and Placement for All Pieces.mp4
    13:31
  • 05-05.1 FPCPlacement.zip
  • 05-05. Starting Positions for the Player Character.mp4
    09:32
    • SUBS
  • 06-01. Introduction To The Dungeon Section.mp4
    01:03
  • 06-02. Material Overview.mp4
    06:25
  • 06-03. Texture Type Overview.mp4
    10:22
  • 06-04.1 Lecture State Change.html
  • 06-04.2 HDRI Haven.html
  • 06-04. Lighting Your Scene With An HDRI.mp4
    08:08
  • 06-05.1 Texturify.html
  • 06-05.2 Textures.html
  • 06-05.3 Lecture State Change.html
  • 06-05.4 Open Game Art.html
  • 06-05.5 CC0 Textures.html
  • 06-05.6 Texture Haven.html
  • 06-05. Importing An Image As A Plane.mp4
    12:57
  • 06-06.1 Lecture State Change.html
  • 06-06. Exporting With Textures.mp4
    08:22
  • 06-07.1 Lecture State Change.html
  • 06-07. Blocking Out Your Pieces.mp4
    15:47
  • 06-08.1 Lecture State Change.html
  • 06-08. Fixing Issues Now Not Later.mp4
    07:33
  • 06-09.1 Lecture State Change.html
  • 06-09. Testing Our Test Pieces.mp4
    10:31
  • 06-10.1 Lecture State Change.html
  • 06-10. Making The Pillar.mp4
    06:47
  • 06-11.1 Lecture State Change.html
  • 06-11. Adding Wall Detail.mp4
    06:43
  • 06-12.1 Lecture State Change.html
  • 06-12. Adding Detail To The Other Pieces.mp4
    13:01
  • 06-13.1 Lecture State Change.html
  • 06-13. Looking At Everything Together.mp4
    13:19
  • 06-14.1 Lecture State Change.html
  • 06-14. UV Mapping Overview.mp4
    10:03
  • 06-15.1 Lecture State Change.html
  • 06-15. Unwrapping An Open Mesh.mp4
    16:28
  • 06-16.1 Lecture State Change.html
  • 06-16. Unwrapping A Closed Mesh.mp4
    17:00
  • 06-17.1 Lecture State Change.html
  • 06-17. Mirroring And Pinning UVs.mp4
    17:09
  • 06-18.1 Lecture State Change.html
  • 06-18. Unwrapping The Rest Of The Scene.mp4
    09:19
  • 06-19.1 Lecture State Change.html
  • 06-19. Making The Vault Roof Piece.mp4
    12:55
  • 06-20.1 Lecture State Change.html
  • 06-20. Export, Testing And Fixing.mp4
    16:04
  • 06-21.1 Lecture State Change.html
  • 06-21. Making A Victorian Lamp.mp4
    18:21
  • 06-22. Additional Ceiling Pieces.mp4
    12:21
  • 06-23. Ceiling Pieces Challenge.mp4
    14:00
  • 06-24.1 Lecture State Change.html
  • 06-24. Checking, Naming and Exporting.mp4
    12:38
  • 06-25. End Of The Dungeon Section.mp4
    00:52
    • SUBS
  • 07-01.1 MakingRoomsStarter.zip
  • 07-01. Replacing Pieces.mp4
    13:46
  • 07-02. Making Rooms.mp4
    07:57
  • 07-03. Defining Modular Room Pieces.mp4
    10:12
  • 07-04. Placing Room Pieces.mp4
    09:37
  • 07-05. Placing Walls.mp4
    11:26
  • 07-06.1 Lecture State Change.html
  • 07-06. Creating Pillars and Doorways.mp4
    15:08
  • 07-07.1 PillarStarter.zip
  • 07-07.2 ModelExtras.zip
  • 07-07. Importing New Pillars & Doorways.mp4
    13:53
  • 07-08. Positioning Pillars.mp4
    09:51
  • 07-09. More Pillar Positioning.mp4
    09:20
  • 07-10. Tracking Pillar Placement.mp4
    07:02
  • 07-11. Adding Doorways.mp4
    11:15
  • 07-12. Z-Fighting.mp4
    09:18
    • SUBS
  • 08-01.1 LabelledPieces.zip
  • 08-01. Labelling Map Modules Part 1.mp4
    13:08
  • 08-02. Labelling Map Modules Part 2.mp4
    09:59
  • 08-03.1 MazeRefactored.cs.zip
  • 08-03. Refactoring Code for Plug & Play Modules.mp4
    09:29
  • 08-04.1 Lecture State Change.html
  • 08-04. Creating Manholes Part 1.mp4
    11:35
  • 08-05.1 Lecture State Change.html
  • 08-05. Creating Manholes Part 2.mp4
    12:08
  • 08-06.1 Lecture State Change.html
  • 08-06. Creating Stairwells Part 1.mp4
    11:59
  • 08-07.1 Lecture State Change.html
  • 08-07. Creating Stairwells Part 2.mp4
    30:21
  • 08-08.1 MultiMazeLevelsResource.zip
  • 08-08. Generating Multiple Maze Levels.mp4
    14:34
  • 08-09. Building a Maze Manager.mp4
    13:15
  • 08-10. Placing Manholes between Levels.mp4
    14:36
  • 08-11. Extending Level Connections for All Levels.mp4
    10:01
  • 08-12.1 MultiLevelDungeonFinal.zip
  • 08-12.2 Lecture State Change.html
  • 08-12. Multi-storey Dungeon Challenge.mp4
    19:13
  • 08-13. Preparing to Offset a Maze.mp4
    11:54
  • 08-14.1 OffsetMazesFinal.zip
  • 08-14. Calculating Maze Offsets.mp4
    19:28
    • SUBS
  • 09-01. The A Pathfinding Algorithm Part 1.mp4
    15:04
  • 09-02.1 AStarStarter.zip
  • 09-02. The A Pathfinding Algorithm Part 2.mp4
    10:34
  • 09-03. The A Pathfinding Algorithm Part 3.mp4
    16:12
  • 09-04. The A Pathfinding Algorithm Part 4.mp4
    19:14
  • 09-05. The A Pathfinding Algorithm Part 5.mp4
    12:11
  • 09-06.1 AStarCorridorsFinal.zip
  • 09-06. A Corridor Challenge.mp4
    07:31
  • 09-07.1 OffsetMazesFinal.zip
  • 09-07. Corridors Between Mazes.mp4
    14:58
  • 09-08.1 MutiStairs.zip
  • 09-08. More Stairs.mp4
    09:05
  • 09-09. Brute Force Stairwell Placement Part 1.mp4
    12:12
  • 09-10.1 BruteStairsFinal.zip
  • 09-10. Brute Force Stairwell Placement Part 2.mp4
    11:25
    • SUBS
  • 10-01. Final Project Part 1.mp4
    03:25
  • 10-02.1 Wall Light.zip
  • 10-02. Final Project Part 2.mp4
    07:27
  • 10-03. Final Project Part 3.mp4
    07:15
  • 10-04.1 Ammo.zip
  • 10-04. Final Project Part 4.mp4
    12:12
  • 10-05.1 Teleport.zip
  • 10-05. Final Project Part 5.mp4
    11:15
  • 10-06.1 MagicPath.zip
  • 10-06. Final Project Part 6.mp4
    12:53
  • 10-07. Final Project Part 7.mp4
    15:51
  • 10-08.1 FinalProject.zip
  • 10-08. Final Project Part 8.mp4
    13:00
    • SUBS
  • 11-01. Some Final Words from Penny.mp4
    01:58
  • 11-02. Where to now.mp4
    11:16
    • SUBS

    Description


    Enhance your game environment creation skills by learning to automate dungeon and maze generation with Unity & Blender.

    What You'll Learn?


    • How to create modular models in blender that can snap together in Unity to form mazes and dungeons.
    • A variety of maze creation algorithms from simple random crawlers to mathematically perfect mazes.
    • How the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code.

    Who is this for?


  • Intermediate level students and game developers who want to extend their skill base into working with both art and code to create unique game worlds.
  • What You Need to Know?


  • Students should have a basic understanding of Blender and Unity.
  • Students should be have a working knowledge of C#.
  • More details


    Description

    Procedural generation in game development lends itself to the algorithmic generation of unique computer-created environments and gameplay experiences. The power is in its ability to automatically develop game content on the fly, reducing the amount of work required by the game designer. However, a lot of preparation by the programmers and artists is necessary for such a strategy to be implemented.  A thorough understanding of the role that both sides of the game development coin (of technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge, to bring you a holistic learning experience in which you will find content and invaluable mastery.

    This course uses Unity 2020.1 and Blender 2.9 and is Windows and Mac compatible.

    Mike will start by teaching you how to model six separate modular meshes that can be put together perfectly to generate an entire maze. He will take you from there into building pieces for a dungeon, where each module is created with a smaller subset of models that can be mixed and matched to speed up your design workflow and production of game assets. You'll create a set of sewer pieces with pipework that snaps together to build a maze and later create the brickwork-textured elements to define a dungeon. Each model will be readied for use in Unity once completed.

    Penny will lead you through numerous exercises in the Unity game engine that examine the logic that will snap modular model pieces together using the magic of geometry and mathematics to form an infinite array of maze and dungeon possibilities, worthy of any avid 3D game player. She will take the pieces you create with Mike in Blender and work through a variety of maze generation algorithms to show you the possibilities, from very random environments to perfect mazes that traverse an entire map. She will also work with you to create dungeons with a variety of rooms and interconnecting corridors before exploring multilevel maps, using the A* algorithm for pathfinding and selecting traversable subsets of a complete maze or dungeon.

    By the end of this course, you will have a multidisciplinary toolkit of skills that will give you the advantage over others who are "just programmers" or "just artists". Understanding game development that tightly integrates both design and logic from this standpoint is critical to making you a valuable commodity in the job market or preparing you for running an indie operation.

    What others are saying about Penny's courses:

    • I do like Penny de Byl's courses and way of teaching, they are much more specific than your average "master Unity" kind of courses and usually, you don't learn just the engine but also how things work behind the scenes. She's really amazing!

    • I've been coding for about 3 years and since purchasing Penny's "Animation", and "Procedural Terrain" courses, the excitement and fun have returned once again to my programming.

    • Penny and her team know their stuff and are just amazing in explaining everything, breaking it down. Most importantly she challenges you to do stuff on your own rather than just "spoon-feeding" you everything. Then she comes back and shows you one way of doing it. Just an amazing course!!!

    What others are saying about Mike's courses:

    • I've used Blender for a number of years, but I'm a total novice next to Mikey and I've learned so very much from him here!

    • Mikey is an amazing teacher, I can't praise this course highly enough. Worth every penny.

    • Mikey is a talented, thorough, and clear instructor, and he knows how to make the student think 'for themselves', which is such a great experience.

    Who this course is for:

    • Intermediate level students and game developers who want to extend their skill base into working with both art and code to create unique game worlds.

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    Penny de Byl
    Penny de Byl
    Instructor's Courses
    Hi, I'm Dr Penny de Byl.  I'm a full stack developer of most things computer sciency and academic with a true passion for teaching.  I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide.  My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters.  Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning.  I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.
    Penny @Holistic3D.com
    Penny @Holistic3D.com
    Instructor's Courses
    Hi, I'm Dr Penny de Byl.  I'm a full stack developer of most things computer sciency and academic with a true passion for teaching.  I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity and SAE. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide.  My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters.  Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning.  I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.
    Michael Bridges
    Michael Bridges
    Instructor's Courses
    I am a self-confessed technology geek and love teaching people new things.  I think it is a real shame that so many people carry around such wonderfully capable devices yet do nothing but the basics on them. Computers, laptops, tablets and smartphones can do much more than most people know. I would like to guide, reassure and educate people about using their technology to add to their lives  I have been playing, yes playing, with technology for as long as I can remember and I still do that today! Admittedly these days with other commitments I do have to watch what I spend as technology can burn a very deep hole and quickly. As my parents will testify, I have always been inquisitive! even if it meant taking something apart to see how it worked. Of course not knowing how to put it back together again.  To this day I love learning new things and developing myself as a person.              Despite my tech background I remain firmly grounded and talk to people using everyday language, unnecessary techno-babble drives me bonkers.  This allows me to chat with people with limited knowledge on a subject and help them understand more.
    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 113
    • duration 20:47:04
    • English subtitles has
    • Release Date 2024/02/14