Course Overview

One major challenge facing those who enter into game development is that they are either good artist terrible at coding or good coders with lousy artistic skills. The abstract nature of programming is still a tough obstacle to climb for many game enthusiasts. No worries, we will train you to develop your own visually stunning games even if you are a programming illiterate!

Learn, using visual node-based scripting (visual coding), to create behaviours for your game objects. This means you can delve into game development immediately and bring your game concepts to reality. Get ready to navigate all-purpose 3D software like 3ds Max for your modelling, skeletal rigging, and animation, 2D raster programs like Adobe Photoshop for tweaking and painting texture maps, and finally put them all together in the game engine, for interactivity, and publish on multiple platforms.

Course Contents


  • Software requirements
  • Understanding the design process
  • What you should know before this course

Planning a Low Poly Model

  • Analysing concept art for key shadow details
  • Choosing between modelling and texturing
  • Understanding the limitations of normal maps

Planning the Modelling of Cities for Games

  • Laying out city blocks
  • Modelling corners with ramps
  • Modelling modular curbs, gutters, and ramps
  • Modelling modular street elements
  • Texturing intersections
  • Unwrapping sidewalk elements

Modular Construction of an Environment

  • Extruding edges to form major shadow lines
  • Testing the module for correct floor-to-floor heights
  • Using layers to organize construction elements

Texturing the Modular Construction

  • Making brick texture
  • Converting diffuse maps to normal maps using shader pro

Creating Roofs

  • Modelling sloped roofs
  • Texture sheets for roofs 
  • Assembling Structures
  • Arranging, aligning, and cloning modular elements
  • Reusing elements- Exploring possibilities in modular building design
  • Setting pivot points for buildings

Creating a Texture Library in Photoshop

  • Creating a texture library
  • Creating roads
  • Creating rough brick texture
  • Creating rusty corrugated metal texture
  • Creating a stone texture
  • Creating wood texture
  • Planning and Constructing Texture Sheets
  • Deciding when to use tiling and non-tiling textures
  • Drawing detail at the right size
  • Understanding tiling and non-tiling textures
  • Unwrapping objects a second time- Planning an unwrap for a lightmap
  • Using multiple mapping coordinates
  • Using multiple unwrap modifiers
  • Using the Walkthrough Assistant to assess texture needs
  • Ambient Occlusion and the Render to Texture Dialog
  • Assessing the quality of occlusion as a cinematic mood
  • Baking lighting
  • Baking maps using the Render To Texture dialogue
  • Overview of the Ambient Occlusion Shader
  • understanding ambient occlusion
  • Using occlusion as a foundation for dirt
  • Using occlusion from detailed models for texture
  • Preparing to Export

Introduction to Unity Engine

  • Importing elements with detailed materials
  • Importing into Unity and recognizing limitations
  • Preparing for Unity as a world builder
  • Renaming tools in 3ds Max
  • Setting optimal texture sizes and resizing in Unity
  • Setting up a naming convention and scene management
  • Conclusion
  • Project

Target Audience

  • Game Developers
  • Non-programmers
  • Beginners