Unity | From Beginner To Professional | 3D & 2D Game Dev

Posted By: ELK1nG

Unity | From Beginner To Professional | 3D & 2D Game Dev
Published 8/2025
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 92.38 GB | Duration: 137h 28m

Take your first step into the world of game development. Learn from scratch and code your future.

What you'll learn

They will be able to develop and publish their own games from scratch

They will gain the competence to work in game development teams

They will be able to lay a solid foundation to establish their own game studios

They will be able to stand out in job or internship applications by building their portfolios

Requirements

Basic computer knowledge

A device with the hardware to run the Unity game engine and system

Description

Are you ready to turn your dream games into reality?This comprehensive training program is designed to take you from absolute beginner to professional level within the Unity ecosystem—even if you have no prior experience. We will start from the fundamentals of Unity and teach C# with game-focused examples. In addition to theoretical explanations, you will reinforce your learning by developing five complete projects from scratch.What Will You Learn in This Course?Unity interface and core systemsA solid introduction to C# programmingGame mechanics, physics engines, and animationsUI design, audio management, scene transitions, and moreFile handling and data operationsArtificial intelligence systemsOnline/multiplayer game mechanicsUnity Services5 complete game projects (compatible with Mobile and PC)Who Should Join?Those who dream of becoming game developersBeginners with no coding experienceDevelopers with basic knowledge who want to advanceAnyone wanting to master Unity through real-world projects–- GAMES –-3D Mobile Car Racing - Full Speed General Vehicle OperationsVehicle control systemBrake light and tire skid mark systemSpeedometerReverse gear system and reverse light operationGear systemNitro systemVehicle recovery/reset systemVehicle Assist SystemsSteering assist systemLinear friction assistAngular friction assistRoad grip assist systemTraction control assistSpin control systemAI Vehicle MechanicsLateral control systemCornering control systemSpeed control systemRoute targeting and following systemSelf-recovery system for AI vehicles3D sound system (vehicle sounds are audible when passing nearby and fade with distance.)- General Features and FunctionsData system (saving and reading data from a file)Car customization system (changing wheel and car color, saving and reading via file system)Settings section (controlling game, menu, and effect sounds; adjusting graphic quality)Who's ahead system (ranking control, tracking which car is in which position)Loading panelCheckpoint systemWrong-way warning system (reverse direction control)Countdown timerDestructible object systemObject pooling wherever necessary…and much more.3D Mobile FPS Game - Operation- General Character MechanicsMovementRotationJumpingCrouchingManual aimingAuto aiming- Enemy FeaturesDetection systemPatrol systemSound detection system (Can detect bullet and grenade sounds even outside range and react)Chase systemField of view systemPlayer memory systemHealth bar systemHit effect- Weapon MechanicsFire mode switch system (Single Shot, Burst Fire)Weapon switching systemReload systemEmpty shell ejectionBullet trail effectAuto aim correction assistant (Helps targeting enemies)Auto aim assist system (Automatically shoots when an enemy is targeted)Aim enlargement assistant (Automatically enlarges aim when targeting an enemy)- General FeaturesWeapon upgrade system (Weapon stats can be improved)Data system (Weapon data is saved using a file system and read back for use)Main menu settings section (Audio settings, aim assistants, and preferences can be adjusted, saved to and read from the file system)Mini map systemItem creation and collection systemHealth system and medkit usage systemHit direction indicator (Visually shows the direction of the received damage)Grenade throwing systemVibration system on damage takenLoading panelLevel scene welcome panelOcclusion culling systemObject pooling system wherever neededand much more…- General Character ControlsCharacter controlFruit and juice collecting systemSlot system (for carrying items)- General FeaturesData system (All data is saved to and read from the file system)Field system (Unlocking and managing tree slots in the field)Fruit generation and growth system for treesFruit capacity system for treesMachine system (All operations of machines that produce juice)Fruit capacity system for machinesJuice (glass) capacity system for machinesTree and machine upgrade system (Trees and machines can be upgraded)Office management system (Improvements for character and customer management)Order desk system (Desk where customers arrive)Trash bin system (Throwing away fruits and juices in hand)Settings menu (Audio and other settings can be configured)Object pooling system wherever needed- Customer SystemMovement systemNavMesh operationsOrder taking and movement systemCustomer slot systemCustomer management system (Automatically generates customers based on predefined settings and handles their technical processes)and much more… 3D PC - ONLINE - We Must Escape From HereThis is an online puzzle-type game where at least two players must work together to solve puzzles and advance through different levels. For example, one player presses a button to open a door, allowing the other player to move to the next area and pull a lever so the first player can proceed. All movement systems and the online structure are developed and explained from scratch.*** 2D Puzzle - Match-3 - Fruit World ***Game FeaturesDynamic Grid Generation SystemFruit SpawningSpecial Fruit SystemBomb Fruit SystemGame Mode System – (Time-Based - Move-Based)Win Condition System (Score Only - Fruit Only - Score and Fruit)Fruit Shuffling SystemSpecial Power SystemFruit Disappearance Effect PoolSettings Menu – Sound On/Off Systemand much more…THE ORIGINAL VIDEO NARRATION AND DESCRIPTION LANGUAGE OF THIS COURSE IS TURKISH. ALL VIDEOS HAVE BEEN DUBBED USING ARTIFICIAL INTELLIGENCE. THERE MAY BE ERRORS OR MISINTERPRETATIONS DUE TO TRANSLATION. PLEASE CONSIDER THIS BEFORE MAKING A PURCHASE.

Overview

Section 1: Introduction Videos

Lecture 1 3D Mobile Car Racing | Full Speed | Promo Video

Lecture 2 3D Mobile FPS | Operation | Promo Video

Lecture 3 3D Mobile | Juice Shop | Promo Video

Lecture 4 3D Online | We Must Escape | Promo Video

Lecture 5 2D Mobile | Fruit World | Promo Video

Section 2: General Information – Please watch before deciding to purchase.

Lecture 6 Course Introduction and Information

Lecture 7 Information about source codes

Lecture 8 Explanation about video and narration language – must watch.

Section 3: Installation | Editor Overview and Information

Lecture 9 Installation

Lecture 10 Editor Overview | Window Introduction #1

Lecture 11 Editor Overview | Window Introduction #2

Lecture 12 Editor Overview | Window Introduction #3

Section 4: Essential First Knowledge

Lecture 13 Debug Class

Lecture 14 Time Class

Section 5: Basic C# Lessons

Lecture 15 Variables | Declaration | Types

Lecture 16 Variable Modifiers

Lecture 17 If Else Usage | Comparison Operators | Equality Operators | #1

Lecture 18 If Else Usage | Logical Operators | Various Cases | #2

Lecture 19 Other Mixed Operators

Lecture 20 Arithmetic Operators

Lecture 21 For Loop

Lecture 22 Array Declaration | One-Dimensional Arrays | #1

Lecture 23 Array Declaration | Multidimensional and Jagged Arrays | #2

Lecture 24 Creating Lists | List Types | Other Various Operations

Lecture 25 Foreach Loop

Lecture 26 While | Do While Loop

Lecture 27 Switch Statement

Lecture 28 ArrayList Declaration | Various ArrayList Commands

Lecture 29 HashTable Declaration | Various HashTable Commands

Lecture 30 Dictionary Declaration | Various Dictionary Commands

Lecture 31 Stack Class | Declaration and Various Commands

Lecture 32 Queue Class | Declaration and Various Commands

Lecture 33 Try Catch Error Handling Block

Lecture 34 Jump Statements

Lecture 35 Enum Declaration | Multiple Choice Enum System

Lecture 36 Creating Properties | Usage

Lecture 37 Miscellaneous Commands

Section 6: C# Function Operations | Class Operations | Interface Operations | Various Examp

Lecture 38 Functions

Lecture 39 Class #1

Lecture 40 Class #2 | Static Class

Lecture 41 Class #3 | Constructors | Destructors | Initializing Different Classes

Lecture 42 Class #4 | Inheritance Example

Lecture 43 Class #5 | Defining Namespaces | Various Namespace Operations

Lecture 44 Class #6 | Override - Virtual Modifiers

Lecture 45 Class #7 | Abstract - Sealed | Types of Classes

Lecture 46 Class List Explanation and Sample Study

Lecture 47 Interface

Section 7: Other Unity Functions | Various Techniques | Functions | Classes

Lecture 48 Unity’s Basic Functions and Execution Order

Lecture 49 Other Unity Functions

Lecture 50 Coroutine

Lecture 51 Invoke

Lecture 52 GameObject Operations #1

Lecture 53 GameObject Operations #2

Lecture 54 GameObject Operations #3

Lecture 55 Async / Await

Lecture 56 UniTask

Lecture 57 Delegate

Lecture 58 Action | Func

Lecture 59 Event | UnityEvent

Lecture 60 Extension Methods

Section 8: Transform & Vector & Quaternion Operations

Lecture 61 Vector Operations #1

Lecture 62 Vector Operations #2

Lecture 63 Vector Operations #3

Lecture 64 Vector Operations #4

Lecture 65 Transform Operations #1

Lecture 66 Transform Operations #2

Lecture 67 Quaternion Operations

Section 9: Various Classes & Methods | Frequently Used

Lecture 68 Instantiate | Object Creation Operations

Lecture 69 Mathf Class | Mathematical Operations

Lecture 70 Random Class

Lecture 71 Application Class

Lecture 72 Scene Operations | SceneManager Class

Lecture 73 Color Class | Color | Color32

Lecture 74 Various Inspector and Editor Operations

Lecture 75 Gizmos Operations

Lecture 76 GUI Operations

Lecture 77 GUI Event Operations

Lecture 78 Various Classes and Explanations

Section 10: Unity Physics | Physics Operations | PHYSICS | 2D‑3D

Lecture 79 3D | Physics Operations #1 | Introduction | First Collider Operations

Lecture 80 3D | Physics Operations #2 | Initial Collision Detection Operations | Other Earl

Lecture 81 3D | Physics Operations #3 | Component Explanations

Lecture 82 3D | Physics Operations #4 | Component Explanations

Lecture 83 3D | Physics Operations #5 | Component Explanations

Lecture 84 3D | Physics Operations #6 | Component Explanations

Lecture 85 3D | Physics Operations #7 | Component Explanations

Lecture 86 3D | Rigidbody Commands

Lecture 87 2D | Physics Operations #1 | Introduction | First Collider Operations | First Co

Lecture 88 2D | Physics Operations #2 | Component Explanations

Lecture 89 2D | Physics Operations #3 | Component Explanations

Lecture 90 2D | Physics Operations #4 | Component Explanations

Lecture 91 2D | Physics Operations #5 | Component Explanations

Lecture 92 2D | Physics Operations #6 | Component Explanations

Lecture 93 2D | Physics Operations #7 | Component Explanations

Lecture 94 2D | Physics Operations #8 | Component Explanations

Lecture 95 2D | Rigidbody Commands

Lecture 96 3D - Raycast #1

Lecture 97 3D - Raycast #2

Lecture 98 2D - Raycast #1

Lecture 99 3D‑2D | RaycastAll & RaycastNonAlloc Command | Multi‑object Detection

Lecture 100 3D - Other Cast Types

Lecture 101 3D | Overlap Commands | Creating Ranges | Detecting Objects by Range

Lecture 102 2D Overlap Commands | Cast Commands

Section 11: USEFUL SITES

Lecture 103 Useful sites for finding fonts, sounds, models, textures, and animations.

Section 12: Graphic | Lighting | Material | Textures | Shader | Rendering & Mesh Components

Lecture 104 Material | Shader | Texture explanations

Lecture 105 Camera

Lecture 106 LOD Group

Lecture 107 Skybox

Lecture 108 Mesh Renderer | Mesh Filter

Lecture 109 Light #1 | Types of lights and operations

Lecture 110 Light #2 | Light Probe | Light Probe Proxy Volume | Reflection Probe

Lecture 111 Light #3 | Light Settings | Lightmap explanation and application

Lecture 112 URP | Universal Render Pipeline | Setup and various operations

Lecture 113 URP | Universal Render Pipeline | Files and settings

Lecture 114 URP | Global Volume | Post Processing

Lecture 115 URP | Universal Render Pipeline | Component Explanations

Lecture 116 2D | URP | Universal Render Pipeline | Loading | Light types and operations

Lecture 117 HDRP | High Definition Render Pipeline | Setup and initial operations

Lecture 118 HDRP | High Definition Render Pipeline | Component Explanations

Lecture 119 HDRP | Water System | Water system | Creating ocean, pool, river scenarios

Section 13: 3D – 2D Miscellaneous Components and Operations

Lecture 120 Video Player | Playing videos in games

Lecture 121 Terrain #1 | Creating terrain and basic operations

Lecture 122 Terrain #2 | Continued terrain operations | Terrain settings

Lecture 123 Terrain #3 | Terrain Tools package

Lecture 124 Constraints | Component explanations

Lecture 125 2D | Sprite Renderer | Sprite Mask

Lecture 126 2D | Various Sprite Component explanations

Lecture 127 2D | Pixel Perfect Camera

Lecture 128 2D | Tilemap | Tile palette

Lecture 129 2D | Tilemap Component explanations

Section 14: Unity Effects

Lecture 130 Particle System

Lecture 131 Trail Renderer

Lecture 132 Line Renderer

Lecture 133 Visual Effect Graph

Lecture 134 Other Effects | Halo | Lens Flare | Projector | URP | Built-in pipeline

Section 15: Canvas | UI | User Interface | Interface Elements

Lecture 135 Canvas General Overview

Lecture 136 Canvas Component Explanations

Lecture 137 Visual Components #1 | Image Object and Component Explanation

Lecture 138 Visual Components #2 | Raw Image & Panel Object and Component Explanation

Lecture 139 Visual Components #3 | TextMeshPro Object and Component Explanation

Lecture 140 Interactive Components #1 | Button Object and Component Explanation

Lecture 141 Interactive Components #2 | Toggle Object and Component Explanation

Lecture 142 Interactive Components #3 | Dropdown Object and Component Explanation

Lecture 143 Interactive Components #4 | Input Field Object and Component Explanation

Lecture 144 Interactive Components #5 | Slider Object and Component Explanation

Lecture 145 Interactive Components #6 | ScrollBar Object and Component Explanation

Lecture 146 Interactive Components #7 | Scroll View Object and Component Explanation

Lecture 147 Auto Layout Components #1 | Horizontal Layout Group | Vertical Layout Group

Lecture 148 Auto Layout Components #2 | Grid Layout Group

Lecture 149 Auto Layout Components #3 | Content Size | Aspect Ratio | Layout Element

Lecture 150 Auto Layout | Example Project

Lecture 151 Effect Components | Shadow | Outline

Lecture 152 Event | Event Components

Section 16: Animation Operations

Lecture 153 Animation system overview | Creating animation windows and clips

Lecture 154 Animation window section descriptions | Various usages

Lecture 155 Animator Window #1 | General explanation | State types | Transitions

Lecture 156 Animator Window #2 | Parameter handling | Transition conditions

Lecture 157 Animator Window #3 | Transition properties and settings | State settings

Lecture 158 Animator Window #4 | Any State | SubState | Blend Tree explanation and example

Lecture 159 Animator Window #5 | Layer system

Lecture 160 Animator Window #6 | Animator Component | Animator Override Controller

Lecture 161 Animator Window #7 | Script integration

Lecture 162 Animator Window #8 | Event example

Lecture 163 Character Setup #1 | Importing characters | Avatar | Model and Rig settings

Lecture 164 Character Setup #2 | Animation and Material settings

Lecture 165 Character Animation System | Sample project

Lecture 166 2D Animation System

Lecture 167 UI Button Animation System

Section 17: Audio Operations

Lecture 168 Audio Source Component explanation | General overview of sound operations

Lecture 169 Audio Clip Inspector settings

Lecture 170 Audio Filters

Lecture 171 Audio Mixer

Lecture 172 Audio Random Container | Audio Reverb Zone

Lecture 173 Audio scripting operations

Section 18: AI | Artificial Intelligence | Navigation

Lecture 174 Package installation | Initial explanation | Adding basic components | First mov

Lecture 175 NavMesh Surface Component | Agent types and settings

Lecture 176 NavMesh Agent Component

Lecture 177 NavMesh Areas explanation | NavMesh Modifier Component

Lecture 178 NavMesh Modifier Volume Component

Lecture 179 Creating multiple NavMesh Surface areas

Lecture 180 NavMesh Obstacle Component

Lecture 181 NavMesh Link Component

Lecture 182 NavMesh Editor operations | Scripting operations

Lecture 183 EXAMPLE | Moving agent to mouse position

Lecture 184 EXAMPLE | Sending selected agent to mouse position

Lecture 185 EXAMPLE | Patrol system

Lecture 186 EXAMPLE | Agent generating its own path during gameplay | NavMesh Modifier

Lecture 187 EXAMPLE | Agent creating its own connections during gameplay | NavMesh Link

Lecture 188 EXAMPLE | Creating dynamic obstacles during gameplay | NavMesh Obstacle

Lecture 189 EXAMPLE | Using AI system with animation system

Lecture 190 EXAMPLE | AI traffic system | Pedestrians #1

Lecture 191 EXAMPLE | AI traffic system | Pedestrians #2

Lecture 192 EXAMPLE | AI traffic system | Cars

Lecture 193 EXAMPLE | AI traffic system | Traffic light system

Lecture 194 EXAMPLE | Integrating cars with traffic light system

Lecture 195 GAME | Guess the fast agent #1

Lecture 196 GAME | Guess the fast agent #2

Lecture 197 GAME | Guess the fast agent #3

Section 19: Input System | Control Methods

Lecture 198 Initial Setup | Introduction | First Movement

Lecture 199 Input Window Overview | Capturing Actions | Script Implementation

Lecture 200 Action Properties | Action Type | Control Type

Lecture 201 Interactions | Processors | Event-Driven Action Capture

Lecture 202 Types of Action Capturing

Lecture 203 Composite | Modifier Operations

Lecture 204 Workflow Methods | Direct Action Capturing

Lecture 205 Player Input | Player Input Manager | Input Settings | Input Debugger

Lecture 206 Input Action Assets | Input Action Asset System

Lecture 207 Input System Devices | Pointers | Touch | Mouse | Pen, etc.

Lecture 208 Input System Devices | Keyboard | GamePad

Lecture 209 Input System Devices | Joystick | HID | Sensors

Lecture 210 Example Building a Mobile Joystick from Scratch | Input System Integration #1

Lecture 211 Example Building a Mobile Joystick from Scratch | Input System Integration #2

Lecture 212 Example – Creating a UI Menu

Lecture 213 Example – Animated Character Movement System | Keyboard & Mouse | Gamepad

Lecture 214 Example – Animated Character Movement System | Mobile Joystick

Lecture 215 Example – Animated Character Movement System | Free Roam | Gamepad

Lecture 216 Using Input System in 2D Games | Character Control

Section 20: Unity Various Examples & Functions

Lecture 217 Scriptable Object

Lecture 218 File System - File Operations | Creating Files, Data Handling #1

Lecture 219 File System - File Operations | Creating Files, Data Handling #2

Lecture 220 File System | File Extensions | Encryption | Using Binary Format

Lecture 221 File System | Using JSON Format

Lecture 222 File System | Folder Operations

Lecture 223 JSON Handling

Lecture 224 Web Request | GET Method Explanation and Example

Lecture 225 Web Request | POST Method Explanation and Example

Lecture 226 Web Request | PUT Method Explanation and Example

Lecture 227 Web Request | EXAMPLE SESSION SYSTEM DATABASE OPERATIONS

Lecture 228 Ragdoll System

Lecture 229 Waypoint Function

Lecture 230 Object Pooling Method

Lecture 231 Multilingual System

Lecture 232 3D Object Dragging | Pick Up and Drop System

Lecture 233 2D Object Dragging | Pick Up and Drop System

Lecture 234 UI Object Dragging

Section 21: Unity Save Operations

Lecture 235 Data Handling with PlayerPrefs

Lecture 236 Data Handling via File System | Version _1

Lecture 237 Data Handling via File System | Version _2

Lecture 238 Data Handling via File System | Version _3

Section 22: Unity Optimization

Lecture 239 Script and Canvas Analysis

Lecture 240 Editor Operations – Window Tools | Profiler Window

Lecture 241 Occlusion Culling – Frustum Culling

Section 23: Project Management | Operational & Editorial Operations | Editor Tools Developme

Lecture 242 Addressable – Initial Setup | First Load

Lecture 243 Addressable – Useful Tips | Performance Testing | Using Delegates

Lecture 244 Addressable – Alternative File Loading Methods

Lecture 245 Addressable – Label Reference | Tag Usage and Loading Mechanisms

Lecture 246 Addressable – Remote Data Access | Unity Cloud Content Delivery

Lecture 247 AssetBundles

Lecture 248 AssetDatabase

Lecture 249 EditorWindow – Custom Unity Windows | Visual Element | Form Components

Lecture 250 EditorWindow – Custom Unity Windows | Style Definitions and Styling Operations

Lecture 251 EditorWindow – Reading Serialized Values

Lecture 252 EditorWindow – EXAMPLE – Editor Creation and Functionality

Section 24: Design Patterns | C# Patterns | ADVANCED TOPIC

Lecture 253 Please watch this before starting with the patterns

Lecture 254 What is a Design Pattern

Lecture 255 Singleton Pattern | Design Pattern

Lecture 256 Flyweight Pattern | Design Pattern

Lecture 257 Observer Pattern | Design Pattern

Lecture 258 Tuple Pattern | C# Pattern

Lecture 259 Property Pattern | C# Pattern

Lecture 260 Constant Pattern | C# Pattern

Lecture 261 Relational & Logical Pattern | C# Pattern

Section 25: Unity Services

Lecture 262 Authentication | Session System

Lecture 263 Cloud Save Data Operations – Save and Read

Lecture 264 Cloud Save Data Operations – Access Types

Lecture 265 Cloud Save Data Operations – Player File Management | Uploading and Downloading

Lecture 266 Leaderboards – Leaderboard System #1

Lecture 267 Leaderboards – Leaderboard System #2

Section 26: Multiplayer System Explanation | Photon Engine | Online Game

Lecture 268 Multiplayer Overview #1

Lecture 269 Multiplayer Overview #2

Lecture 270 Multiplayer Overview #3

Lecture 271 Multiplayer Overview #4

Lecture 272 Multiplayer Overview #5

Lecture 273 Multiplayer Overview #6

Lecture 274 Multiplayer Overview #7

Lecture 275 Multiplayer Overview #8

Lecture 276 Multiplayer Overview #9

Lecture 277 Multiplayer Overview #10

Section 27: Ad Integration | In-App Purchase System | Build Processes

Lecture 278 Ad Integration #1

Lecture 279 Ad Integration #2

Lecture 280 In-App Purchase Integration #1

Lecture 281 In-App Purchase Integration #2

Lecture 282 Building & Packaging | Android | iOS | Windows & Mac | Web (Browser)

Section 28: Sample Game | 3D Mobile Car Racing

Lecture 283 Full Speed | #1

Lecture 284 Full Speed | #2

Lecture 285 Full Speed | #3

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Section 29: Sample Game | 3D Mobile FPS Game

Lecture 347 Operation | #1

Lecture 348 Operation | #2

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Section 30: Sample Game | 3D Mobile Tycoon Business Management

Lecture 401 Juice Shop | #1

Lecture 402 Juice Shop | #2

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Section 31: Online Sample Game | 3D PC | We Must Escape | Puzzle

Lecture 448 We Must Escape | #1

Lecture 449 We Must Escape | #2

Lecture 450 We Must Escape | #3

Lecture 451 We Must Escape | #4

Lecture 452 We Must Escape | #5

Lecture 453 We Must Escape | #6

Lecture 454 We Must Escape | #7

Section 32: Sample Game | 2D Mobile | Fruit World | Puzzle

Lecture 455 Fruit World #1

Lecture 456 Fruit World #2

Lecture 457 Fruit World #3

Lecture 458 Fruit World #4

Lecture 459 Fruit World #5

Lecture 460 Fruit World #6

Lecture 461 Fruit World #7

Lecture 462 Fruit World #8

Lecture 463 Fruit World #9

Lecture 464 Fruit World #10

Lecture 465 Fruit World #11

Lecture 466 Fruit World #12

Lecture 467 Fruit World #13

Lecture 468 Fruit World #14

Lecture 469 Fruit World #15

Students and recent graduates aiming for a career in game development,Entrepreneurs who want to bring their own game projects to life,Those who want to earn income by working freelance