By the end of this workshop, you’ll have created and be
able to play Super Angry Bowser, a 2D Angry Birds clone
game using your newly learned Unity3D game development
skills. This game encompasses the following features:
-
2D Super Mario Bros. animated sprites
-
Original Super Mario Bros. sound effects and soundtracks
-
Physics based projectiles and objects
-
Simple GUI
-
Tap and fire mechanics
For the sake of briefness, some other game essential
features will not be included in this tutorial (score,
leaderboards, persistency of data, etc.). However, the
bases will be set for you to explore Unity3D and add
other things as you see fit, even well after the
workshop is finished. Maybe some powerups, enemies or
whatever you can think of. Let your imagination run
wild.
Goals
The goal of this workshop is to present the Unity3D
game editor, a tool that can be used for the
development of cross-platform games. More specifically,
this workshop will focus on slowly introducing
Unity3D’s features as a 2D game is developed in it. As
such, this workshop is adequate for people who have
some programming background (OO, such as Java or C++.
Ideally C#) yet new to the game development scene using
Unity.
Method
The workshop revolves around the development of the
game using already made assets (textures, sprites,
fonts, audio clips), focusing on the Unity editor and
the coding required to create such a game. The workshop
will be very much hands on, with every participant
being given access to all of the games assets, a
written step-by-step tutorial, a compiled version of
the game and the final project of the game, just in
case they want to repeat the whole process at their own
pace.
Results
By the end of the workshop you’ll have a Unity3D
project, made by you, of the awesome Super Angry Bowser
game, as well as all assets and materials from the
workshop. And you’ll be able to take on a new, small
scale 2D project using Unity.
Requirements
Participants have to bring their own computer, and must
have knowledge of any OO programming language (ideally
C++, Java or C#).
JoĂŁo Jacob
JoĂŁo is an Invited Auxiliar Professor at the
Informatics Engineering Department of the Faculty of
Engineering of the University of Porto. His PhD thesis,
under the topic “Estimating player performance and
adaptivity in exergames and location-based games”,
focuses on methods to foster the development of
adaptive games that make use of the players’ context
(“where” and “how” is the player playing).
Currently working as a Senior Researcher in INESC, in
the H2020 project BEACONING, he’s looking into means of
bridging learning content and game mechanics with the
ultimate goal of bringing fun and engaging games to the
classrooms. He's also participating in several projects
in the fields of mobile multimodal games and virtual
reality, just for the heck of it.