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Unity Game Programming Planner Syllabus

The Unity Game Programming course is a one-year curriculum designed for students with basic computer skills, covering various topics in video game design using the Unity framework. The course includes hands-on labs, group projects, and a flexible timeline for assessments and projects. It encompasses a wide range of subjects from game engines and scripting to advanced game physics and publishing games.
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0% found this document useful (0 votes)
3 views8 pages

Unity Game Programming Planner Syllabus

The Unity Game Programming course is a one-year curriculum designed for students with basic computer skills, covering various topics in video game design using the Unity framework. The course includes hands-on labs, group projects, and a flexible timeline for assessments and projects. It encompasses a wide range of subjects from game engines and scripting to advanced game physics and publishing games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Unity Game Programming

Course Syllabus and Planner


August, 2017

Course Overview
The Unity Game Programming curriculum is a one-year (two-semester) course covering topics typically
found in Video Game Design or similar courses. This course has been aligned to specific course
standards in a number of states.

Other introductory programming courses are not required; students merely need to have typical
computer usage skills prior to starting this course.

Teaching Strategies
The course material is designed to appeal to a variety of students, from traditional learners who
thrive on written text to audio-visual students who enjoy a multi-media format. All content is
delivered through an online system that allows students to work seamlessly both in the classroom
and at home.

Labs and Programming Environment


Every chapter contains one or more hands-on programming labs where students will design or
implement programs to demonstrate understanding of the lesson topics. Students will get the
opportunity to work on individual and group projects and will experience all phases of a project
lifecycle, including requirements, design, implementation, and testing.

The chosen gaming framework is Unity (https://unity3d.com/). The course contains detailed
download, installation and usage instructions for the Unity IDE.

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Course Planner

A typical school year consists of approximately 36 calendar weeks or 180 days of school. The course
plan covers approximately 170 school days, with additional time allocated for review, make-up work,
or individual projects. Some classes may move faster or slower than the suggested pace.

Each chapter contains multiple lesson quizzes and a chapter test in addition to the listed Lab
assignments. Teachers may choose to add Supplemental Lessons as desired to meet state standards
or student interest. Mid-term and final project timelines are flexible and may be scaled “up” or
“down” to match the available class-time.

Days Reading and Objectives Labs


5 Chapter One: Game Engines Install Unity Software

• Engine Concepts
• Development Tools
• Introducing Unity

5 Chapter Two: Unity Development Environment Your First Sprite

• IDE Basics
• Unity Concepts
• Sprites

7 Chapter Three: Introduction to Scripting Reporting for Duty

• C# Language Concepts
• Creating Scripts
• C# Coding Fundamentals
• Game Loops and Functions

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Days Reading and Objectives Labs
5 Chapter Four: Simple Movement and Input Alien Dance Squad

• Simple Movement
• Simple Rotation and Scaling
• Easy Input Handling in Unity

7 Chapter Five: 2D Physics Concepts Simple Pinball

• Rigidbody Components
• Unity Colliders
• Physics Materials
• Scripting Collision Events

6 Chapter Six: Primitive Data and Math Pinball Scoring

• Data Types and Variables


• Mathematical Operations
• Variable Scope and Access
• Displaying Data

5 Chapter Seven: Decisions and Flow Control Thunder Road

• Logical Expressions
• “if/else” Statements
• "switch" Statements

7 Chapter Eight: Organizing Game Objects Mower Dodgeball

• Parent-Child Objects
• Sorting Layers
• Tagging Game Objects
• Collision Layers

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Days Reading and Objectives Labs
10 Chapter Nine: Object-Oriented Concepts Deep Space

• Defining Classes
• Creating and Using Classes
• Defining Functions
• Accessing Game Objects
• Constructor and Property Functions

7 Chapter Ten: Managing Game Objects Deep Space 2

• Prefabs
• Creating and Destroying Objects
• Activating and Deactivating Objects
• Controlling Object Lifespans with
Invoke

5 Chapter Eleven: Exceptions and Debugging Bug Hunt

• Run-Time Exceptions
• Finding Run-time Errors
• Using the Debugger

5 Chapter Twelve: Loops and Arrays Banana Breakout

• Arrays
• for() and foreach() Loops
• while() Loops

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Days Reading and Objectives Labs
6 Chapter Thirteen: Game Design Strategies Planning Documents

• Game Requirements
• Game Mechanics
• Storytelling and Progression
• Design Documents

10 Chapter Fourteen: Mid-Term Project Mid-Term Requirements

• Kickoff Mid-Term Design

Mid-Term Coding & Testing


7 Chapter Fifteen: Virtual Worlds Treasure Hunt

• Moving Cameras
• Setting Boundaries
• Building a Tile World
• Mini-Maps

6 Chapter Sixteen: Scrolling Games RoboDash

• Wrapping Background
• Scrolling Game Mechanics
• Parallax Effects

7 Chapter Seventeen: Animation RoboDash Animation

• Simple Unity Animation


• Animator States
• Scripting Animations
• Animations and Colliders

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Days Reading and Objectives Labs
6 Chapter Eighteen: Sound Effects RoboDash Sounds

• Sound Files
• Adding Sounds to Game Objects
• Scripting Sounds

6 Chapter Nineteen: Advanced Game Physics Mini-Golf

• Applying Forces
• Unity Physics Joints
• Unity 2D Effectors

6 Chapter Twenty: Multiple Scenes Mini-Golf Levels

• Creating New Scenes


• Scripting Scene Changes
• Saving Objects Across Scenes

6 Chapter Twenty-One: Artificial Intelligence Space Creeps

• Artificial Intelligence Concepts


• Flowcharts and Algorithms
• Scripting AI

6 Chapter Twenty-Two: User Interfaces Space Creeps Settings

• Unity Buttons
• Other UI Controls
• UI Design Concepts

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Days Reading and Objectives Labs
5 Chapter Twenty-Three: Game Art Customized Artwork

• Perspectives
• Color Theory
• Image Editing

6 Chapter Twenty-Four: Publishing Games Publish Your Game

• Splash Screens, Credit Scenes and Icons


• Publishing to PC, Mac and Linux
Computers
• Publishing to Smartphones
• Publishing to Game Consoles

5 Chapter Twenty-Five: Software Development Project Planning


Lifecycles and Teamwork

• Software Lifecycles
• Internal and External Documentation
• Software Teams and Tools

10 Chapter Twenty-Six: Final Project Final Requirements

• Kickoff Final Design

Final Coding & Testing


3 Supplemental Chapter One: Ethics and Society N/A

• Computing Ethics
• Intellectual Property
• Security

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Days Reading and Objectives Labs
2 Supplemental Chapter Two: Video Game N/A
History

• Types of Games
• The Evolution of Game Consoles

5 Supplemental Chapter Three: Additional Topics N/A

• Collaboration and PIM Tools


• The Binary Number System
• ESRB Ratings
• Science Project

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