Entrepreneur and Indie Developer
About the Instructor
Who Am I?
Hi, I'm Jonathan. I'm an Entrepreneur / Indie Developer and I specialize in:
- Virtual Reality
- Augmented Reality
- and Gamification
I'm here to teach you how to make games for fun or to solve a problem. Along the way I will be showing you how to use the latest technologies. But whats more important, is that I will share with you the mindset I have developed for getting my head around new technologies and how I solve problems / stay creative.
I've been in this field for around a decade now and have had the privilege to study and work alongside leading experts in the field, such as:
- Thomas Furness - Grandfather of Virtual Reality
- Mark Billinghurst - Co-Creator of Augmented Reality
and now I want to share all of that with you.
I love the feeling of helping students master new skills and become experts in whatever field they choose, and I'm really excited to get to know you.
If you have any questions please don't hesitate to contact me:
jonathan AT jonathanoduffy.com
What Students have said about Jonathan:
- "Great Patience, was always able to solve the problem, then explain to the students."
- "Always helps to the best of his abilities."
- "Jonathan knows what he is talking about when it comes to his chosen field."
- "Jonathan is really knowledgeable about what he teaches, and this really shines through whenever he leads the class tutorials.
- He shows genuine interest in everyone's work and was extremely helpful when I needed his assistance via email."
- "Communicates to his students very well, and ensures you're understanding everything."
- "Cares so much and makes sure that everyone is keeping up. brilliant teacher."
- "Very committed person when it comes to helping students with his knowledge."
- "Jonathan is an excellent teacher that goes above and beyond what is required."
- "He is perfect to be a teacher."
- "He has great teaching skills, he has a good communication power."
- "Friendly and enthusiastic to help others, have a good understanding."
- "Very approachable, knowledgeable and helpful."
- "Always very hepful."
- "Jonathan's great! Not only does he know his ways around Unity but also with many other very useful Plugins that come with it."
About this Course
If you are a Student, Startup or Indie Developer. I recommend checking out the "Playmaker 101 The Complete Course - Community Edition"" as I provide discounts to help support these communities. Alternatively you might also like to checkout "Playmaker 101 The Complete Course - 30 Days" .
What you will learn in this Course
- Unity3D Basics.
- Fundamentals of using Playmaker.
- Core Programming Concepts.
- Game Development Tips and Tricks.
- Game Design Advice.
- Confidence in your ability to make Games.
20 Chapters with over 200 videos totalling almost 11 hours of condensed content. Taking you from the very beginning and making sure you understand the concepts in making games. Instilling in you the confidence in your own abilities to make games. Then pointing you in the right direction to continue on from this course in creating those games.
Learn the theory and game mechanics behind 5 games:
- Nintendo 2D Platform Bottom to Top
- Nintendo 2D Side Scroller
- 1st Person Puzzle Game
- Infinite Runner Game similar to Flappy Bird
- Carnival Game Whack a Mole
Includes Bonus Chapters on Programming Concepts to help take your Playmaker Skills to the next level. Plus a Certificate on completion to show off your achievement.
- Your First Virtual World
- Playmaker Basics
- Playmaker Cubes of Power
- Virtual Room Interactions
- Exclusive - Programming Concept Basics
- Playmaker Intermediate - Classic Nintendo Platformer
- Create Your First Game
- Exclusive - Programming Concepts Intermediate
- Playmaker Advanced - Bird Flap (Flappy Bird)
- Create Your Second Game
- Exclusive - Programming Concepts Advanced
- Playmaker Expert - Whack a Mole
- Create Your Third Game
- Game Design
- Additional Resources
- Bonus Chapter - Jonathan's Game Design Document
- This course was created with Unity3D Software, Version 5.3.4f1. You can follow along with the Free or Paid Version.
- This course was created with the Playmaker Plugin, Version 1.8.0 Beta RC43. You will need to have a Playmaker license to follow this course.
- You will need a Computer and standard computer peripherals that is able to support the required software. See the Unity3D website for more information.
- You will need basic Computer Skills to follow along. This course is not a course on teaching how to become proficient with computers.
- This course was created in Microsoft Windows 8.1 Operating System but should be applicable to other operating systems providing the above requirements are met.
- Chapter 3.1 Overview
- Chapter 3.2 Unity3D
- Chapter 3.3 Scene Window
- Chapter 3.4 Hierarchy
- Chapter 3.5 Project Window
- Chapter 3.6 Game Window
- Chapter 3.7 Asset Store
- Chapter 3.8 Toolbar
- Chapter 3.9 Filemenu
- Chapter 3.10 Console
- Chapter 3.11 Inspector
- Chapter 3.12 GameObject
- Chapter 3.13 Prefabs
- Chapter 3.14 New Scene
- Chapter 3.15 Saving a Scene
- Chapter 3.16 Organising Folders
- Chapter 3.17 Review
- Chapter 9.1 Overview
- Chapter 9.2 Setup
- Chapter 9.3 Movement
- Chapter 9.4 Movement and Co-Ordinate Systems
- Chapter 9.5 Refining the movement
- Chapter 9.6 Invisible Walls
- Chapter 9.7 Trigger Cube and Event Categories
- Chapter 9.8 Platform Setup
- Chapter 9.9 Jumping and being wary of Play Button
- Chapter 9.10 Refining the Jump
- Chapter 9.11 Refining Platform
- Chapter 9.12 Character Look Direction
- Chapter 9.13 Ground Enemy Concept
- Chapter 9.14 Three ways of setting up default Variable Values
- Chapter 9.15 Ground Enemy FSM Logic
- Chapter 9.16 Ground Enemy Physics
- Chapter 9.17 Flying Enemy
- Chapter 9.18 Enemy Weak Spot
- Chapter 9.19 Global Events
- Chapter 9.20 Property Actions and Death Scene
- Chapter 9.21 Pause Scene
- Chapter 9.22 Refining Enemy Weak Spot
- Chapter 9.23 UGUI Setup
- Chapter 9.24 Playmaker UGUI Addon
- Chapter 9.25 Playmaker Button Command
- Chapter 9.26 Loading Next Level or Main Menu
- Chapter 9.27 Review
- Chapter 10.1 Overview
- Chapter 10.2 Pep Talk
- Chapter 10.3 Donkey Kong Arcade
- Chapter 10.4 Donkey Kong Cross Country
- Chapter 10.5 Super Mario
- Chapter 10.6 New layout creates a New Game
- Chapter 10.7 First Person Puzzle Game Overview
- Chapter 10.8 First Person Puzzle Game Mechanics
- Chapter 10.9 Sonic
- Chapter 10.10 Jetpack Joyride and Flappy Bird
- Chapter 10.11 Mario Kart and SNES Games
- Chapter 10.12 Review
- Chapter 11.1 Overview
- Chapter 11.2 Operators
- Chapter 11.3 Operations
- Chapter 11.4 Statements
- Chapter 11.5 Expressions
- Chapter 11.6 Operators and Operations Continued
- Chapter 11.7 Relational Operators
- Chapter 11.8 Logical Operators
- Chapter 11.9 Conditions
- Chapter 11.10 If Statement
- Chapter 11.11 If Else Statement
- Chapter 11.12 IF IF Else Else Statement
- Chapter 11.13 Nesting Code
- Chapter 11.14 Switch Statement
- Chapter 11.15 Loops
- Chapter 11.16 For Loop
- Chapter 11.17 Foreach Loop
- Chapter 11.18 While Loop
- Chapter 11.19 Do While Loop
- Chapter 11.20 Methods and Functions
- Chapter 11.21 Parameters and Arguments
- Chapter 11.22 What is a bug
- Chapter 11.23 Naming Conventions
- Chapter 11.24 Comments
- Chapter 11.25 Playmaker vs Programming
- Chapter 11.26 Review
- Chapter 12.1 Overview
- Chapter 12.2 Game Preview
- Chapter 12.3 Setup
- Chapter 12.4 Bird Flap Controller
- Chapter 12.5 Camera Movement
- Chapter 12.6 Pipe Hit Detection
- Chapter 12.7 Pipe For Loop
- Chapter 12.8 Pipe Adjustment Relational Operators
- Chapter 12.9 Scoring System
- Chapter 12.10 UGUI Score Display
- Chapter 12.11 Deleting and Spawning Pipes
- Chapter 12.12 Ground Detection
- Chapter 12.13 Refining Bird Flap Controller
- Chapter 12.14 Debugging in Playmaker
- Chapter 12.15 Review
- Chapter 15.1 Overview
- Chapter 15.2 Game Preview
- Chapter 15.3 Game Setup
- Chapter 15.4 Mole Array Manager
- Chapter 15.5 Mole FSM
- Chapter 15.6 Mole UGUI
- Chapter 15.7 using Templates
- Chapter 15.8 Mole Hit
- Chapter 15.9 Mole Wait
- Chapter 15.10 Multi Moles
- Chapter 15.11 Polishing Mole Movement and Mole Loop
- Chapter 15.12 Review
- Chapter 17.1 Overview
- Chapter 17.2 Picking your First Game
- Chapter 17.3 Types of Games
- Chapter 17.4 Your Unique Style
- Chapter 17.5 Indie vs Teams
- Chapter 17.6 Set Milestones
- Chapter 17.7 Setting Deadlines
- Chapter 17.8 Schedule and Sticking with it
- Chapter 17.9 Experience
- Chapter 17.10 Minimum Viable Product
- Chapter 17.11 Get your game in front of people
- Chapter 17.12 Study from the old Masters
- Chapter 17.13 Research
- Chapter 17.14 Portfolio
- Chapter 17.15 Resources
- Chapter 17.16 Review
- Chapter 20.1 Overview
- Chapter 20.2 I don't use a Game Design Document
- Chapter 20.3 Journal
- Chapter 20.4 Sketching Mechanics and Artwork
- Chapter 20.5 Mind Maps
- Chapter 20.6 Trello
- Chapter 20.7 Physical Calendar 30 Days
- Chapter 20.8 The Abysmal Calendar
- Chapter 20.9 Paper Prototyping
- Chapter 20.10 Review