ADDISON_WESLEY_UNITY_EXPERT_GAMEPLAY_PROGRAMMER_CERTIFICATION_COURSEWARE_TUTORIAL-OXBRiDGE

Section
Appz
Group
OXBRiDGE
Size
28,03 GB
Files
88
Date
2019-05-19

NFO


░ ░▒▒▒▓▓█████▌░░ University of OXford & University of camBRiDGE ░░▐████▓▓▒▒▒░ ░
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  ...is a collective term for characteristics that the two institutions share.

     ░ 
     █ Unity Expert Gameplay Programmer Certification Courseware       
     █                                                                       
     █
     █ by Unity Technologies                                             
     █ Publisher: Addison-Wesley Professional                            
     ▓ Release Date: May 2019                                                  
     ▓ ISBN: 9780135898949
     ▓
     ▓ Lecture Size: 86x350      
     ▒ Lecture Date: 05.2019                
     ░
     ░ Lecture Link: www.oreilly.com                                            
     ░ 
     ░
     :
     | Estimated 10 hours of video instruction                            
     |                                                                    
     | Overview                                                           
     |                                                                    
     | This series of courses help prepare you to take the Expert         
     | Gameplay Programmer Certification exam, and covers six topics      
     | areas distributed over five lessons. These topics include Rapid    
     | Gameplay Prototyping and Unity Services Implementation; NPC Design 
     | programming and User Interface Implementation; Level Design        
     | Programming and Performance Optimization. The format of these      
     | courses are project and activity based and participants will need  
     | to feel comfortable individually programming a game in Unity.      
     | Participants will be challenged with a series of realistic         
     | programming problems in Unity video-game projects, the kind true   
     | gameplay programming experts face every day. Each challenge is     
     | inspired by one or more of the topics covered in the exam.         
     |                                                                    
     | Description                                                        
     |                                                                    
     | This course is exam preparation for UnityÆs Expert Gameplay        
     | Programmer Certification Exam. This course will challenge you with 
     | a series of realistic programming problems in Unity video-game     
     | projects, inspired by one or more of the topics covered in the     
     | Expert Gameplay Programmer Exam. Throughout this course, you will  
     | work on a 2D ôinfinite platformerö game project and 3D ôDual-Stick 
     | Survivorö game project. This will help you practice prototyping    
     | core gameplay mechanics, including scripting GameObjects and their 
     | components, coordinating UI systems, and implementing UI           
     | scripting. This will also include configuring GameObject physics,  
     | spawning Prefabs, designing level logic and behavior, scripting    
     | animation systems and events, and working with in-game cinematics. 
     |                                                                    
     | Throughout this course, you will learn Unity Services              
     | Implementation techniques, including: streamlining your project    
     | management with Unity Cloud Build, monetization with Unity Ads and 
     | in-app purchases, and Unity Analytics. By the end of this course,  
     | you will implement in-app purchases for a 3D "Dual-Stick Survivor" 
     | game project.                                                      
     |                                                                    
     | About the Instructor                                               
     |                                                                    
     | Unity Technologies is the creator of the worlds most widely used   
     | real-time 3D (RT3D) development platform, giving developers around 
     | the world the tools to create rich, interactive 2D, 3D, VR and AR  
     | experiences. Our 1000 person engineering team keeps Unity at the   
     | bleeding-edge of technology by working alongside partners such as  
     | Facebook, Google, Microsoft, and Oculus to ensure optimized        
     | support for the latest releases and platforms. Experiences made    
     | with Unity reach nearly 3 billion devices worldwide, and were      
     | installed 24 billion times in the last 12 months. Unity is         
     | powering RT3D in architecture, automotive, construction,           
     | engineering, film, games, and more.                                
     |                                                                    
     | By successfully completing the projects in all four courses,       
     | participants will have had extensive, guided practice in the       
     | programming skills needed to pass the Unity Expert Gameplay        
     | Programmer exam.                                                   
     |                                                                    
     | Skill Level                                                        
     |                                                                    
     |     Advanced                                                       
     |                                                                    
     | What You Will Learn                                                
     |                                                                    
     |     Interpret Game Design Document to determine basic game         
     | functionality                                                      
     |     Build a prototype to illustrate basic game functionality       
     |     Identify conflicts and solutions during prototype stage to     
     | improve game play                                                  
     |     Enable ads in the game to demonstrate knowledge of Unity       
     | Services                                                           
     |     Demonstrate knowledge of NPC logic and behavior                
     |     Demonstrate knowledge of animation behavior systems            
     |     Develop a HUD to demonstrate knowledge of UI coordinate        
     | systems                                                            
     |     Create an options menu to demonstrate knowledge of user        
     | interface scripting                                                
     |     Create a basic game world level to demonstrate knowledge of    
     | level design                                                       
     |     Add characters to your level                                   
     |     Demonstrate knowledge of gameplay debugging                    
     |     Demonstrate knowledge of platform optimization                 
     |                                                                    
     | Who Should Take This Course                                        
     |                                                                    
     | Primary: Game Developers seeking extensive, guided practice in the 
     | programming skills needed to pass Gameplay Programmer Expert       
     | Certification                                                      
     |                                                                    
     | Course Requirements                                                
     |                                                                    
     | Prerequisites: 2-3 years of experience developing games with Unity 
     | with advanced programming skills, particularly in the C# language  
     |                                                                    
     | Table of Contents                                                  
     |                                                                    
     | Introduction                                                       
     |                                                                    
     | The Gameplay Programmer Specialization                             
     |                                                                    
     | The Expert Gameplay Programmer Exam                                
     |                                                                    
     | Course 1: Rapid Gameplay Programming                               
     |                                                                    
     |     Core Gameplay Prototyping                                      
     |         Understanding What the GDD Wants                           
     |         Converting the GDD to Unity                                
     |         Let the User Move                                          
     |         Refining User Control                                      
     |         Getting the Basics Set Up for the Most Basic NPC           
     |         Inheritance and Polymorphism                               
     |         A Zoo for NPCs                                             
     |     User Interface Coordinate Systems                              
     |         Overlay, Camera, and the World                             
     |     UI Coordinate Systems                                          
     |         What does the GDD Require?                                 
     |         Static Aspect Ratios                                       
     |         Dynamic Aspects Ratios                                     
     |         Configuring What Can be Hit                                
     |         Masking the Graphic Raycaster                              
     |     UI Scripting                                                   
     |         WhatÆs important to the User                               
     |         Any Feedback is Better Than None                           
     |         Testing Through the UI                                     
     |         Adding a Mini-Map                                          
     |         Adding a Radar: Part 1                                     
     |         Adding a Radar: Part 2                                     
     |         The UI Profiler and Frame Debugger                         
     |         UI Optimizations                                           
     |         Identifying Localization Needs: Part 1                     
     |         Identifying Localization Needs: Part 2                     
     |         Localization Implementation                                
     |     Conflict and Solutions During Prototype                        
     |         Defining Failure and Success                               
     |         Making the Computer Provide Useful Feedback                
     |         On Paper                                                   
     |                                                                    
     | Course 2: Programming for Level Design                             
     |                                                                    
     |     Introduction                                                   
     |     Configuring Physics                                            
     |         Collider Types and Configuration                           
     |         Choosing the Best Collider for the Job                     
     |         RigidBodies and Colliders                                  
     |         Rigidbody Performance                                      
     |         Kinematic Rigidbodies                                      
     |         OnTrigger Configurations                                   
     |         OnCollision Configurations                                 
     |         Physics Mask Groupings                                     
     |         Physic Material Properties                                 
     |     Spawning Runtime Prefabs and Effects                           
     |         When and Why to Spawn Objects                              
     |         When and Why Not to Spawn Objects                          
     |         Spawn Rates and Performance Impact                         
     |         Reliable Particle Effect Placement                         
     |         Dynamic Particle Effect Spawning                           
     |         Evaluating Effects for Spawning and Placement              
     |         Dynamically Altering Wind Zones                            
     |         Line Renderers                                             
     |         Trail Renderer                                             
     |     Level Logic and Behaviour                                      
     |         Triggered Interactions                                     
     |         Bringing Gameplay Together                                 
     |         Our Mighty Gameplay Overlord of Scene Management           
     |         Orchestrating Chaos                                        
     |     Loading and Unloading Scenes                                   
     |         Loading Scenes                                             
     |         Unloading Scenes                                           
     |         Steaming Limits                                            
     |     Cinematics                                                     
     |         In-Engine Cinematic Parameters- Part 1                     
     |         In-Engine Cinematic Parameters- Part 2                     
     |         Cinematic Post Effects                                     
     |         When, Why, and at What Cost?                               
     |                                                                    
     | Course 3: NPC Design Programming                                   
     |                                                                    
     |     Course Introduction                                            
     |     NPC Logic and Behavior                                         
     |         Animation State Machines                                   
     |         Driving States Via Scripts                                 
     |         Animation Events                                           
     |         Adding State Machine Behaviors                             
     |         Mapping NPC Logic                                          
     |         Scripting Logic into an NPC                                
     |         Mapping Mob Mentality                                      
     |     Navigation and Pathfinding                                     
     |         NavMesh Methodology                                        
     |         Baking a Quality NavMesh                                   
     |         NavMesh Area Costs                                         
     |         Area Triggers                                              
     |         Off Mesh Links                                             
     |         Obstacle Avoidance Quality and Priority                    
     |     Raycasting                                                     
     |         Raycast Behavior                                           
     |         Debugging Raycast Masks                                    
     |         Optimizing Raycasts via Layers                             
     |     NPC Spawning and Placement                                     
     |         Determining NPCs for Placement at Scene Load               
     |         Where to Dynamically place NPCs                            
     |         Determining NPC Spawn Rates                                
     |         Optimizing Spawn Rates per Platform                        
     |                                                                    
     | Course 4 Performance Optimization                                  
     |                                                                    
     |     Introduction                                                   
     |     Rendering Optimization                                         
     |         Occlusion Culling                                          
     |         Optimizing Performance via Occlusion Culling               
     |         LOD Methodology                                            
     |         Evaluating LOD Distances                                   
     |         Analyzing Fill Rates                                       
     |         Rendering-Best Practices                                   
     |         Minimizing Frame Drops                                     
     |     Asset Bundles                                                  
     |         Asset Bundle Strategies                                    
     |         Determining Optimal Configurations                         
     |         Identifying Issues                                         
     |         Providing Asset Bundle Solutions                           
     |         Using Asset Bundles                                        
     |     Gameplay Debugging                                             
     |         General Debugging Strategies                               
     |         General Debugging Techniques                               
     |         Isolating Level Issues                                     
     |         NPC Debugging                                              
     |         Isolating Scene Loading and Transition Issues              
     |         Finding the Best Solution                                  
     |         Low-Hanging Fruit                                          
     |         Game Killers                                               
     |     Platform Constraints                                           
     |         Platform Input/Controller Schemas                          
     |         Platform System Resources                                  
     |         Optimizing Runtime Performance per Platform                
     |         Optimizing Storage per Platform                            
     |         Platform Constraints                                       
     |     Platform Optimization                                          
     |         Using the Profiler                                         
     |         Managing your Short-term Memory                            
     |         Long-term Memory Use                                       
     |         Hidden CPU Taxes                                           
     |         Assessing Capabilities per Platform                        
     |         Targeting Build Targets                                    
     |                                                                    
     | Course 5: Unity Services Implementation                            
     |                                                                    
     |     Introduction                                                   
     |     UnityÆs Ads                                                    
     |         Simple Ad Placement                                        
     |         Simple Ads and the Player Experience                       
     |         Supplementing Scene Loading with Ads                       
     |         Rewarded Ad Placement                                      
     |         Rewarded Ads and Player Experience                         
     |         Enhancing the Player Experience with Rewarded Ads          
     |     In App Purchases                                               
     |         Enabling an In App Purchases Store                         
     |         Processing In App Purchases                                
     |         Post Purchase                                              
     |         UI Elements for In App Purchases                           
     |         Implementing an In App Purchase                            
     |     Unity Analytics                                                
     |         Unity Analytics                                            
     |         Translating GDD Level Design to Data Collection Points     
     |         Custom Data Events for Player Behavior                     
     |         Heatmap Data                                               
     |         Identifying User Pain Points from Heatmap Data             
     |         Using the Dashboard for Evaluating Analytics               
     |         Evaluating Analytics Raw Data                              
     |         Performance Reporting                                      
     |         Analyzing Performance Reports                              
     |     Unity Cloud Build                                              
     |         Setting up Cloud Build                                     
     |         Test Build Logs                                            
     |         Assessing your Target Build Platforms                      
     ,
     

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