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
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
Lecture 286 Full Speed | #4
Lecture 287 Full Speed | #5
Lecture 288 Full Speed | #6
Lecture 289 Full Speed | #7
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Lecture 313 Full Speed | #31
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Lecture 333 Full Speed | #51
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Lecture 340 Full Speed | #58
Lecture 341 Full Speed | #59
Lecture 342 Full Speed | #60
Lecture 343 Full Speed | #61
Lecture 344 Full Speed | #62
Lecture 345 Full Speed | #63
Lecture 346 Full Speed | #64
Section 29: Sample Game | 3D Mobile FPS Game
Lecture 347 Operation | #1
Lecture 348 Operation | #2
Lecture 349 Operation | #3
Lecture 350 Operation | #4
Lecture 351 Operation | #5
Lecture 352 Operation | #6
Lecture 353 Operation | #7
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Lecture 366 Operation | #20
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Lecture 394 Operation | #48
Lecture 395 Operation | #49
Lecture 396 Operation | #50
Lecture 397 Operation | #51
Lecture 398 Operation | #52
Lecture 399 Operation | #53
Lecture 400 Operation | #54
Section 30: Sample Game | 3D Mobile Tycoon Business Management
Lecture 401 Juice Shop | #1
Lecture 402 Juice Shop | #2
Lecture 403 Juice Shop | #3
Lecture 404 Juice Shop | #4
Lecture 405 Juice Shop | #5
Lecture 406 Juice Shop | #6
Lecture 407 Juice Shop | #7
Lecture 408 Juice Shop | #8
Lecture 409 Juice Shop | #9
Lecture 410 Juice Shop | #10
Lecture 411 Juice Shop | #11
Lecture 412 Juice Shop | #12
Lecture 413 Juice Shop | #13
Lecture 414 Juice Shop | #14
Lecture 415 Juice Shop | #15
Lecture 416 Juice Shop | #16
Lecture 417 Juice Shop | #17
Lecture 418 Juice Shop | #18
Lecture 419 Juice Shop | #19
Lecture 420 Juice Shop | #20
Lecture 421 Juice Shop | #21
Lecture 422 Juice Shop | #22
Lecture 423 Juice Shop | #23
Lecture 424 Juice Shop | #24
Lecture 425 Juice Shop | #25
Lecture 426 Juice Shop | #26
Lecture 427 Juice Shop | #27
Lecture 428 Juice Shop | #28
Lecture 429 Juice Shop | #29
Lecture 430 Juice Shop | #30
Lecture 431 Juice Shop | #31
Lecture 432 Juice Shop | #32
Lecture 433 Juice Shop | #33
Lecture 434 Juice Shop | #34
Lecture 435 Juice Shop | #35
Lecture 436 Juice Shop | #36
Lecture 437 Juice Shop | #37
Lecture 438 Juice Shop | #38
Lecture 439 Juice Shop | #39
Lecture 440 Juice Shop | #40
Lecture 441 Juice Shop | #41
Lecture 442 Juice Shop | #42
Lecture 443 Juice Shop | #43
Lecture 444 Juice Shop | #44
Lecture 445 Juice Shop | #45
Lecture 446 Juice Shop | #46
Lecture 447 Juice Shop | #47
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