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Unity 5: 2D Level Design

Unity 5: 2D Level Design

2h 9mIntermediate2016-12-14

Authors

Jesse Freeman

Jesse Freeman

Head of Partner and Framework Marketing at Amazon

Course details

Learn the basics of level design in Unity 5 2D. Exciting, engaging level designs are what make for great gameplay. This course focuses on designing levels that challenge your players by including puzzles, monsters, player flow, and balancing. Jesse Freeman shows how to build a basic level with multiple layers, and trick it out with doors and push blocks, switches, time limits, and enemies. You'll learn techniques to challenge the players and move them through the level in an organic way, and build tools that help you further your design. Use the exercise files included with the course to continue to build the game and make it your own.

Learning objectives
Importing assets
Building a level
Adding collisions and layers
Populating the level
Creating and triggering doors
Creating switches and gizmos
Adding different enemies
Building a UI for an air meter timer

Skills covered

Real-TimeGame DevelopmentUnityVisualization and Real-TimeAECProduct and ManufacturingSoftware DevelopmentDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Welcome
  • 02 - What you need to know
  • 03 - How to use the exercise files

1. Setting Up the Project

  • 04 - Import new assets
  • 05 - Reconnect the scenes

2. The Map Editor

  • 06 - Build a level
  • 07 - Add collisions
  • 08 - Add layer order
  • 09 - Add layers
  • 10 - Design a simple level
  • 11 - Populate the level

3. Doors

  • 12 - Create a door
  • 13 - The door's logic
  • 14 - Code door animation events
  • 15 - Trigger the door

4. Switches

  • 16 - Create switches
  • 17 - Switch collision trigger
  • 18 - Use the switch
  • 19 - Create gizmos
  • 20 - Create a push block

5. More Enemies

  • 21 - Aliens that attack
  • 22 - Animation-based attack trigger
  • 23 - Aliens that shoot projectiles
  • 24 - Alien projectile simple

6. UI

  • 25 - Create an air meter
  • 26 - Wire up the air meter

Conclusion

  • 27 - Next steps

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