Our next monthly game-creating tutorial will return with the basics: an introductory tutorial on Unity. This will be a hand-on course, so please come in with your laptop with Unity installed! We’ll be making a simple 3D first-person perspective game that will cover the following topics:
• Importing pre-made assets
• Creating objects with super-fun physics
• Using images to add visually-pleasing patterns to your objects
• Learn what the heck materials are, and how to make your game look realistic (or shiny)
• How to manipulate the sun with lighting
• Adding sound effects
• Get a quick introduction on scripting
Have no coding background but still want to make your own games? Hesitant to start making games because you feel coding is an obstacle? Want to try out Unity3D? If you answered ‘yes’ to any of these questions, this lesson is for you!
In this hands-on lesson, students will learn the basics for creating games in Unity3D. The lesson will focus on demystifying Unity3D’s scripting and visual language. No coding experience is recommended for this lesson, which is aimed at showing students that they do not need to be a programmer to make games.
The lesson is taught by Greg Lyons, a college instructor currently working at University at Albany and The College of Saint Rose. Like the intended audience for the lesson, Greg does not have a background in programming but believes game design should be the new focus for composition classrooms. He has been featured at Playcrafting and has a website with further teaching and educational materials, www.gwlyons.com, which includes links to his YouTube channel with further Unity3D tutorials aimed at non-programmers.
To prepare for the lesson, it is highly recommended that prospective students have Unity3D installed and running on their personal devices prior to the class, but not required.
If you do not have a device available, you may be asked to team up with someone who does, or you may follow along without a device.
Description: Unity, one of the most popular game making tools, is jam-packed with features like state-of-the-art 3D graphics, an efficient physics engine, and ability to build for PC, mobile, consoles, AR, VR, and Mixed Reality. But did you also know that you can add split-screen without any scripting? Or add echo zones for your audio? Self-proclaimed local Unity expert Taro Omiya will go over some lesser known, but useful features in this powerful tool.
A laptop with Unity3D installed
About the instructor:
Taro Omiya is the sole developer who founded Omiya Games, an experimental indie studio that creates many renowned game jam games such as first-place winner of Ludum Dare 37’s innovation category, The Recursive Dollhouse. His tools-of-choice are Unity, C#, and bits of Photoshop, Blender, and Garage Band here-and-there. His open-source game jam projects are available on Itch.io, and their source code is on his BitBucket page.
Here’s the lesson night description:Come over for a lesson night on programming, using C#! Renowned game jammer Taro Omiya will provide an introduction to object-oriented programming, a modern and innovative way of organizing your own code to create a flexible and powerful framework for your own games. Since this is a very dense topic, the lesson will be split into 2 parts, with the second portion detailing features introduced when upgrading from structs to classes. The covered topics includes inheritance, polymorphism, and pointers.
Participants are expected to have reviewed the programming basics lesson, available under our Learn page with slides from part 1 and part 2, and last month’s intermediate programming lesson, part 1. Requirements: It’s highly recommended for one to bring in their own computer with Unity installed so they can test and experiment with example code provided by the talk.
Come over for a lesson night on programming, using C#! Renowned game jammer Taro Omiya will provide an introduction to object-oriented programming, a modern and innovative way of organizing your own code to create a flexible and powerful framework for your own games. Since this is a very dense topic, the lesson will be split into 2 parts, with the first portion introducing structs, classes, objects, and inheritance.
Participants are expected to have reviewed the programming basics lesson, available under our Learn page with slides from part 1 and part 2 (links below). Furthermore, it’s highly recommended for one to bring in their own computer with Unity installed so they can test and experiment with example code provided by the talk.
Need audio for you game, but don’t know how make music? Need sound effects for your cool laser gun, but don’t know where to get the right sound? Need some ambient background sounds you can use for free and not have to worry about copyright issues? This is the class for you!
Laptop is recommended, but headphones are required if you plan on exploring the resources on your own during the lesson!
People often talk about how games cause tons of problems — such as violence, obesity, addiction, aggression, or loneliness — but perhaps we should also talk about how games can solve real-world problems, too. In this talk, Dr. Karen Schrier of Marist College will take you on a tour of problem-solving games–from Foldit to the Beanstalk game. These games use crowdsourcing and collective intelligence techniques to encourage players to participate in real-world problem solving, data analysis, and more. Maybe a game will help us cure cancer or find world peace!
Karen Schrier, now in her sixth year at Marist College, teaches courses in games and interactive media and directs the Games & Emerging Media program. She also directs the Play Innovation Lab, where she works with students to create and research games/media. Dr. Schrier’s scholarship is interdisciplinary, and is focused on the intersection of games with education, ethics, empathy, civic engagement, and citizen science. Prior to Marist College, she spent over a decade producing websites, apps, and games at organizations such as Scholastic, Nickelodeon, BrainPOP, and PBS/Channel 13. She is the editor of the book series, Learning, Education & Games, published by ETC Press (Carnegie Mellon), and co-editor of two books on games and ethics. She has written over 30 publications, including single-authored articles published in journals such as Educational Technology Research & Development and the Journal of Moral Education. Her latest book, Knowledge Games: How Playing Games Can Help Solve Problems, Create Insight, and Make Change, was published in 2016 by Johns Hopkins University Press, and has been covered by Forbes, New Scientist, and Times Higher Education, Radio NZ and SiriusXM. She holds a doctorate from Columbia University/Teachers College, master’s degree from MIT, and a bachelor’s degree from Amherst College.
You asked for it, and now it has finally arrived! At this meeting, we’ll be introducing Orbit, our new mentorship program designed to provide greater opportunities for learning and collaboration at TVGS than ever before.
Orbit is all about bringing local game makers (and aspiring game makers!) together based around mutual interests, and providing a consistent environment for sustained skill development, personal growth, and community building.
Curious to learn more? Join us for this meeting! We’ll be fielding all of your questions, gathering feedback, and providing an overview of the initial set of Orbit groups that will be launching later this month.
Do you have a particular topic that you’d like to learn more about, or a desire to meet other local creators that share your interests? Let us know what types of Orbit groups you’d like to see in the future by filling out the feedback and suggestion form located here.
If you want to create a game or interactive experience, design is one of the most important skills you can learn. Although design plays a vital role in the creative process, a surprising number of game makers continue to misunderstand design or even overlook it altogether.
In this lesson, Jamey Stevenson will provide an overview of essential game design concepts from both a theoretical and practical standpoint. The lesson content is appropriate as both an introduction for beginners and a refresher for veteran game developers. Participants are not required to bring along any materials.