Seed Programming

School of Seed Programming Logo

Game Development - 4 weeks winter camp

Live: Online

Rs 8,000/- PKR

About Course

This beginner-friendly course offers an exciting journey into Unity game development, combining theoretical concepts and hands-on projects. Starting with a gentle introduction to programming through Scratch, learners will transition and deep-dive into object-oriented programming (OOP) concepts in Unity. The course then progresses to creating increasingly sophisticated games, including a 2D platformer hack-and-slash, a 3D ball runner, and a 3D kart racing game.

What Will You Learn?

  • Implementing classic games like Space Invader, Pac-Man, and Angry Bird in Scratch and Unity.
  • Understanding the fundamentals of game development from beginner to intermediate levels.
  • Exploring the Scratch interface, including sprites, instructions, and attributes.
  • Learning Scratch blocks and adding scripts for motion, sensing, events, controls, and variables.
  • Demonstrating motion patterns on sprites, such as circular, spiral, square, and triangular motion.
  • Planning and developing a Space Shooter game with custom sprites and controls.
  • Creating bullet sprites, implementing firing methods, and managing bullet positions and motion.
  • Implementing enemy spaceship sprites with motion behavior, hiding, and scoring systems.
  • Designing and creating custom backdrops for game scenes and transitions.
  • Generalizing game mechanics through cloning and enhancing features like firing multiple bullets and animating enemy sprites.
  • Managing bullet and enemy sprite interactions, including hiding, delaying, and deleting clones.
  • Adding sound effects, creating a controller sprite for game management, and handling lives and game over features.
  • Implementing moving background sprites with scrolling effects and continuity management.
  • Introducing Pac-Man in Scratch, including game rules, sprites, and maze backdrop.
  • Creating start screens, generating coins, and managing Pac-Man character sprite movement.
  • Implementing ghost character movements, variable usage in blocks, and scripting level controllers.
  • Introduction to Unity game engine, player ball management, and script implementation for gravity and velocity.
  • Building player rotation and movement scripts, scene management, and reloading scenes.
  • Creating generalized games using prefabs for object management, upgrades, and investments.
  • Making Angry Bird in Unity, including player setup, spring addition, scripting, and enemy creation.
  • Designing 3D environments for FPS shooter games using ProBuilder, including ground, walls, and stairs.
  • Adding player movement and gravity management, along with jump factors and ground checks.
  • Integrating assets, like guns and targets, into Unity scenes, and implementing firing and damage mechanics.
  • Developing 3D hypercasual games, including player character animation, clone creation, particle systems, and bonus implementation.

Registration Queries

FOR ANY REGISTRATION QUERIES FEEL FREE TO REACH OUT TO OUR TEAM​

Installation and Setup Guidelines​

Lecture 01: Introduction to UNITY and Programming
  • Introduction and Unity Basics
    • Unity Editor Layout
    • Navigating the Unity editor.
    • Explanation of key panels: Scene, Game, Hierarchy, Inspector, Project, Console.
  • Objects and Components
    • What is an object and component?
    • Difference between objects, GameObjects and components in Unity.
    • Play with Gameobjects ( cube, sphere and other 3d objects)
  • Scene Composition and Gameplay Basics
    • Default Objects In hierarchy
    • Child Relations and Transformations
  • Concepts of OOP
    • What is a class
    • What is an object
      • Attributes and functions
      • Access modifiers
  • Advanced Concepts
    • Making Custom vectors and Structs
  • Making  Realtime Clock & Timer
    • Basic Timer using update & Time.delta
      • Explanation of Fps & Update Loop
      • Explanation of Time.delta
    • Realtime Clock
      • How to access Clock Library
        Create a Timer function and connect with Clock

Lecture 02: Making our first game; Cube Rush-45
  • Making Cube Rush
    • 2D game
    • 3D game
  • Collider Implementation
    • How collider work in games
    • Detecting player interaction
  • Game Ending Logic
    • Display Game Over
    • Receiving Triggers
  • Function Creation
    • Using functions for scripting
  • Score Increment Setup
    • Increase score when trigger enter
    • Displaying score on screen
  • UI Integration Basics
  • Converting from 2D to 3D by rotation of came

Lecture 03 Part 1: Help and Evaluation Session for Cube Rush
  • Evaluation of student’s progress
  • Review and evaluation of each student’s game
  • Personalized assistance to ensure progress
  • Completion of all students’ games

Lecture 03 Part 2: Short Cut Keys and Review of Basics
  1. Zoom In/Out in Scene View
    • Scroll the mouse wheel up or down.
    • Or, hold Alt + Right Mouse Button, then move the mouse.
  2. Pan (Move the View Left/Right or Up/Down)
    • Hold Ctrl + Alt + Left Mouse Button, then drag the mouse.
  3. Rotate View Around an Object (Eye View)
    • Hold Alt + Left Mouse Button, then move the mouse.
  4. Fly Mode (Move Freely in Scene)
    • Hold Right Mouse Button + Use W, A, S, D keys to fly around.
  5. Move Tool (Position Mode)
    • Press W.
  6. Rotate Tool (Rotation Mode)
    • Press E.
  7. Scale Tool (Scaling Mode)
    • Press R.
  8. Transform Tool (Switch between Move, Rotate, Scale)
    • Press Y.

Lecture 04: Bowling Pins Crusher
  • Prefabs
    •  Creating reusable objects like pins and balls.
  • Asset Store
    •  Downloading 3D models like bowling pins and balls.
  • Physics
    • Adding Rigidbody and colliders for real-world object behavior.
  • Scripting
    •  Controlling ball movement with scripts.
  • Bowling Lane
    • Building an infinite bowling lane.
  • Tags
    •  Using tags to identify objects like pins in scripts.
  • Camera Movement
    • Moving Camera along with the ball.
  • Assets for the game

Lecture 05: C# Tutorial and Coding Basics
  • Syntax & Output 
    • Writing and executing basic C# programs.
  • Variables & Data Types 
    • Storing and handling different types of data.
  • Type Casting 
    • Converting between data types.
  • User Input 
    • Handling user input via the console.
  • Operators & Math 
    • Performing calculations and logical operations.
  • Strings & Booleans 
    • Working with text and true/false values.
  • Conditional Statements 
    • Using if, else, and switch for decision-making.
  • Loops
    • Implementing while, for, and break/continue statements.
  • Arrays
    • Managing collections of data.

Lecture 06 Part 01: C# Quiz

Topics Covered in the Quiz

  • Syntax & Output – Fixing syntax errors and ensuring correct program execution.
  • Variables & Data Types – Identifying incorrect data type usage and variable declarations.
  • Type Casting – Debugging type conversion errors.
  • Operators & Math – Fixing logical and arithmetic errors.
  • Strings & Booleans – Resolving issues in string manipulation and boolean expressions.
  • Conditional Statements – Debugging if, else, and switch statement logic.
  • Loops – Fixing infinite loops, incorrect conditions, and improper loop usage.
  • Arrays – Identifying and fixing errors in array initialization and data handling.

Lecture 06 Part 2: Methods, Classes and OOP
  • C# Methods
    • Understanding methods and their usage.
    • Working with method parameters.
    • Implementing method overloading.
  • C# Classes & Objects

    •  Introduction to Object-Oriented Programming (OOP).

    • Creating and using classes and objects.

    •  Working with multiple objects.

  • C# Class Members

    •  Understanding class properties and methods.

  • C# Constructors

    •  Initializing objects with constructors.

  • C# Access Modifiers

    • Controlling access to class members.

  • C# Properties

    •  Using properties to encapsulate data.

  • C# Inheritance

    •  Implementing inheritance for code reuse.

  • C# Polymorphism

    • Understanding method overriding and overloading.

Lecture 07: Platformer Shadow Defender Phase 1
  • Animations in Unity
    • Implemented Idle, Running, and Jumping animations.
    • Used Animator Controller for smooth transitions.
  •  Prefabs for Reusability

    • Created prefabs for character, platforms, enemies, and objects.
    • Allows easy updates and reuse across the game.
  • UI Design & Buttons
    • Main Menu with Start & Quit buttons.
    • Used OnClick() event system for button functionality.

Lecture 08: Platformer Shadow Defender Phase 2
  • Game Completion:
    • Fully playable with all levels, enemy encounters, and final boss battle.
  • Combat System:
    • Player attacks, enemy health mechanics, and damage system implemented.
  • Polished Art & Animations:
    • Refined visuals, attack/damage animations, and particle effects.
  • Audio Enhancements:
    • Background music, sound effects for combat, movement, and UI.
  • UI & Menus:
    • Health bars, Game Over & Victory screens added.

Lecture 09: Zombie Apocalypse Phase 1
  • Introduction to Game Level Design

    • Importance of detailed map creation for player experience.
    • Using ProBuilder in Unity to create 3D environments.
  • Environmental Design

    • Adding platforms, obstacles, and cover for movement and strategy.
  • Player Movement

    • Implementing basic movement controls (WASD/Arrow Keys + Jump).
  • Cinematic Camera Setup

    • Using Cinemachine in Unity to create smooth camera movements.
    • Following the player dynamically for a more immersive experience.

Lecture 10: Zombie Apocalypse Final Phase
  • Expanding the Gameplay Experience

    • Implementing enemies and AI for dynamic interactions.
    • Enhancing survival mechanics.

    Combat System & Player Mechanics

    • Introducing weapons for engaging gameplay.
    • Adding health and damage systems for both the player and enemies.

    Advanced Level Design & Interactivity

    • Creating immersive environments with interactive elements.

    UI & Feedback System

    • Implementing sound effects and ambient music for a cinematic experience.

Registration Queries

FOR ANY REGISTRATION QUERIES FEEL FREE TO REACH OUT TO OUR TEAM​
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