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labs.php
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
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window.dataLayer = window.dataLayer || [];
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</script>
<title>Game Design and Development</title>
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</head>
<body>
<!-- Always shows a header, even in smaller screens. -->
<div class="mdl-layout mdl-js-layout mdl-layout--fixed-header">
<?php
$title="Labs";
include 'header.php';
?>
<div class="background labs"></div>
<main class="mdl-layout__content">
<div class="page-content">
<!-- Your content goes here -->
<br /><br /><br />
<h1 class="section-title" id="course-description">LABS</h1>
<ul class='mdl-list'>
<a class="no-hover" href="https://github.com/berkeleyGamedev/UnityBasics">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Basics.PNG">
<span class="mdl-list__item-primary-content">
<span>Unity Basics</span>
<span class="mdl-list__item-text-body">
Most basic introduction to all things Unity. This lab goes over the format, object
structure and most general information of Unity. This does not require any
knowledge of Unity, coding or art. By the end of the lab, you’ll have made a simple
space game moving around to get collectibles.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/BasicScriptingLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Basic Scripting.png">
<span class="mdl-list__item-primary-content">
<span>Basic Scripting</span>
<span class="mdl-list__item-text-body">
By jove, this is it. This is your first lab in Unity which will implement various
gameplay mechanics with using public variables and the inspector. Enemy attacks and
player health are affected using code and the inspector in this lab. Coding will
not be covered in this lab, but programmers should read the additional passages for
more information on the code itself. Prefabs, a base for various kinds of
GameObjects, are covered in this lab from their creation as well as their use.
Enemies will be derived from a base prefab called Enemy, and students will create a
new enemy based off of the Prefab.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/Advanced-Scripting">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Advanced Scripting.PNG">
<span class="mdl-list__item-primary-content">
<span>Advanced Scripting</span>
<span class="mdl-list__item-text-body">
Remember basic scripting? This is level 2. Complete a fruit ninja like game by
implementing a number of things such as a spawner and the “fruit.” Also, you get to
learn a number of ways to keep your code organized and clean so that when you work
in a team, other programmers do not have trouble working with your code.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/Rigidbody-Basics">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Rigidbody and Movement Basics.png">
<span class="mdl-list__item-primary-content">
<span>Rigidbody Basics</span>
<span class="mdl-list__item-text-body">
In this basic lab, you’ll be learning all about Rigidbodies, the component that
controls an object’s position through physics simulation. Through Rigidbodies,
you’ll learn about all the components necessary to achieve basic smooth movement.
There will also be an introduction to input settings! Extremely important unless
you plan on making a text based adventure game.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/ColliderLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/CollidersScreenshot.png">
<span class="mdl-list__item-primary-content">
<span>Colliders</span>
<span class="mdl-list__item-text-body">
In this lab you’ll learn all about colliders - the part of Unity’s physics engine
that lets objects actually interact with each other. By the end of this lab, you’ll
have learned the difference between physical and trigger colliders, become familiar
with all the functions you need to know to use colliders effectively, and have used
colliders to create a basic platformer and a simple motion-activated boss.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.berkeley.edu/berkeley-gamedev/CoroutinesLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/CoroutinesScreenshot.jpg">
<span class="mdl-list__item-primary-content">
<span>Coroutines</span>
<span class="mdl-list__item-text-body">
In this lab, you’ll learn all about Unity coroutines! Coroutines are an amazing
tool to make cool looking transitions, smooth out your movement and animations, and
improve the performance of your game, so they’re definitely worth learning! Through
the course of this lab, you’ll implement color fading, enemy spawning, and smooth
movement and develop a solid understanding of coroutines that will allow you to
apply them in a wide variety of situations going forward.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/AnimationLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Animation.png">
<span class="mdl-list__item-primary-content">
<span>Sprite Animations</span>
<span class="mdl-list__item-text-body">
In this lab, you will be getting a preview of the game animation pipeline, from a
Photoshop sprite to a finished Unity animation. Along with introducing the basics
of animation principles, we will be introducing two methods of creating animations:
a sprite-based method, and a puppet-based method that uses many of the tools that
3D animations use.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/AnimatorAndBlendTreesLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Blend Trees.png">
<span class="mdl-list__item-primary-content">
<span>Animator/Blend Tree</span>
<span class="mdl-list__item-text-body">
In this lab, you’ll create smooth transitions between 2D animations using Blend
Trees. Blend trees are a must for organizing complicated animation transitions in
Animator. They’re used to quickly handle transitions between animations when the
player provides new input. In 3D games, they actually interpolate between the two
animations, creating a smooth transition. We will only be going over the 2D
version, but all the concepts apply to 3D animations.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/SpritingLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Spriting.png">
<span class="mdl-list__item-primary-content">
<span>Pixel Art Spriting</span>
<span class="mdl-list__item-text-body">
In this lab, you will cover the basics of pixel spriting. It will teach you some of
the technical ideas such as jaggies and dithering so that you are able to create
your own game ready sprites and assets. It also covers the basic workflow as well
as useful resources in learning even more. This lab is in Photoshop; however you
can use any other pixel sprinting software. Unity is not required for this lab.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/UILab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/UI_Lab.png">
<span class="mdl-list__item-primary-content">
<span>User Interface (UI)</span>
<span class="mdl-list__item-text-body">
This is a lab to get you acquainted with UI in Unity. You will create a basic shop
using all UI elements. It will cover everything step by step from what a canvas is
to implementing masks. This first half of this lab goes over the Unity components
you need and the second half is split, where programmers learn the scripting
required for events and artists learn about the design behind UI.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/DelegatesAndEventsLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Delegates And Events.PNG">
<span class="mdl-list__item-primary-content">
<span>Delegates and Events</span>
<span class="mdl-list__item-text-body">
Complete a top down survival shooter by implementing delegates and events. You will
learn about what they are, how to use them and most importantly, why to use them as
you create the game.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/IntroToLightingLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Lighting.png">
<span class="mdl-list__item-primary-content">
<span>Lighting</span>
<span class="mdl-list__item-text-body">
This lab covers the basics of Unity lighting in 3D, from the different types of
lights to how lights interact with objects and materials. It touches into different
lighitng effects and model materials and shaders. Lighting can change the entire
mood and by the end of the lab, you'll know how to manipulate the basics to achieve
the desired effect in Unity.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/AudioLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Audio Lab.png">
<span class="mdl-list__item-primary-content">
<span>Audio</span>
<span class="mdl-list__item-text-body">
Ready to have your collective brains blown out by awesome audio? Good. This lab
covers the built in Unity tools for audio mixing and effects. The lab covers an
audio manager script for managing various audio sources, and the lab will also
cover audio mixers. Audio mixers allow for different effects and sounds to have
different output volumes and various adjustments such as lowpass, reverb, and more.
This lab does not cover spatial audio, audio editing, or music composition.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/TransitioningSavingAndBuildingLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/TranSavBuild.PNG">
<span class="mdl-list__item-primary-content">
<span>Transitioning, Saving, and Building Scenes</span>
<span class="mdl-list__item-text-body">
In this lab we introduce you to transitioning from one scene to a new scene, saving
data so that it persists both between scenes and between game sessions, and
building an executable to test everything.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/ParticleEffectsLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Intro To Particle Effects.PNG">
<span class="mdl-list__item-primary-content">
<span>Particle Effects</span>
<span class="mdl-list__item-text-body">
Learn about the thought process that goes into creating a lightning effect as you
create your own customizable lightning effect. By going through this lab, you will
gain a basic understanding over a few of the particle system modules and moving
forward, you will have the ability to use those modules to create your own unique
effects.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/3DRiggingSkinnnigAndAnimatingLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/3DRigSkinAnim.PNG">
<span class="mdl-list__item-primary-content">
<span>3D Rigging, Skinning, and Animating</span>
<span class="mdl-list__item-text-body">
This lab covers how to rig, skin, and animate in Maya. Rigging is the act of
deciding where the various joints and bones of a model will be placed, skinning
means to merge the bones and joints with the actual model so that the model can be
manipulated, and animating is the actual animation of the model using the joints
and bones.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/RaycastingLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Raycasting.PNG">
<span class="mdl-list__item-primary-content">
<span>Raycasting</span>
<span class="mdl-list__item-text-body">
Here we explain the basics of raycasting in 2D. We go over how to use a few
different types of shapes and how exactly they work in comparison to the default
ray. At the end, you will have completed a very small and basic game all about
shooting down circles with your lasers.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/TilemapLab">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Tilemaps.png">
<span class="mdl-list__item-primary-content">
<span>Tilemaps</span>
<span class="mdl-list__item-text-body">
In this lab, you’ll learn how to use Tilemaps to create a level. It will go over
the process of cutting a spritesheet and assigning sprites to specific tiles. The
Unity implemented Tilemap is able to easily create new levels with specific tiles
that contain rules, animations, randomizationndom generation, and tile setting
conditions. It is an easy way to make many levels and, once set up, easy for
everyone of all programming levels to do. With more programming, more unique
brushes, rulesets and randomization can be created to generate dynamic levels
without the hassle of gameobjects and prefabs.
</span>
</span>
</li>
</a>
<a class="no-hover" href="https://github.com/berkeleyGamedev/RigidbodyAdvanced">
<li class="mdl-list__item mdl-list__item--three-line mdl-shadow--2dp" id="lab-list">
<img class="lab-image" src="images/labs/Rigidbody Advanced.png">
<span class="mdl-list__item-primary-content">
<span>Advanced Movement</span>
<span class="mdl-list__item-text-body">
Dive into the finer details of movement. In this lab you’ll be learning more about
advanced movement mechanics and how your design choices in game might impact your
movement decisions. Also learn about aerial movement, friction, and bounciness
levels. Finally, you’ll be learning about some design philosophy regarding aerial
movement and jumping.
</span>
</span>
</li>
</a>
</ul>
</div>
<!-- fixes a bug for some reason -->
<div class="mdl-button__container">
</div>
<?php include 'footer.php'; ?>
</main>
</div>
</body>
</html>