Playmaker 101 The Complete Course

Create games with Playmakers Visual Coding system, and Unity3D game engine. | taught by Jonathan O'Duffy

Course description

Who are you?

Hi, My name is Jonathan O'Duffy...

What is this?

I've got a course that is going to show you how to make games...

Why would I need this?

If you've been struggling with being a gamer designer or developer (indie dev) then you need this course because it's going to show you how to make games by relying on your logic and not traditional programming methods...

How can I get started today?

Just click on the "Add To Cart" button now to create your free account to get started today...

Whats the Catch?

There is no catch...

You don't need any specialised background or previous training beyond being able to use a computer...

The software used is not expensive... You can follow along with the professional free version of unity...

The visual coding plugin is currently on sale with 30% off... So for the price of this course plus the cost of the plugin, you can start creating games today...

Early Bird Offer

The current price is an early bird offer... I just want to make you aware of this in case you decide not to buy the course today...

I just don't want you to be shocked when you come back and expect to buy it at the previous price...


If you become my student...

I will do my best to make sure you get the skill sets and abilities needed to make games...

While I would love to become your mentor, it doesn't affect me too much if you buy this course or not...

Either way I will be waking up tomorrow and doing what I love to do... Building games and making my ideas come to life...

But its not about me… Its about you…

If this is an area you are passionate about and would like to pursue... Then I will see you inside and help you reach your goals...

If this is not you... Then thanks for the time you have taken out of your day to view what I had to offer...

I would ask that you pass on the link to this course to anyone you think can benefit from it...

The hardest thing about doing anything in life is getting started and taking that first step in what you want to do with your life...

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.

Why Study Playmaker?

  • Unity Asset Store Best Seller
  • If I had to choose between Playmaker and Unity3D, I would pick Playmaker.
  • Ability to create games in Unity3D without knowing how to write a single line of code!
  • Intuitive Visual Editor with drag and drop features.
  • Highly Extendible with Addons for other Plugins to work directly within Playmaker (Gotta love that community/support!).
  • Works in both Free and Paid versions of Unity3D.
  • Active community with great support.
  • Has a 5 star rating with over 2400+ reviews.

Check out the reviews on the Unity3d Asset Store here:!/content/3...

Course Summary

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.

Course Chapters

  • Introduction
  • Resources
  • Unity3d
  • 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
  • Conclusion
  • Bonus Chapter - Jonathan's Game Design Document

Course Requirements

  • 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.
Jonathan O'Duffy
Jonathan O'Duffy
Senior Instructor

What's your job or Profession?

I am an Entrepreneur and Indie Developer who specializes in Virtual Reality(VR) and Augmented Reality(AR) to make games for both entertainment and purpose (Serious Games - health, education, simulation etc)

What's your Teaching Background?

That's probably a fair question to ask. Well I thought the following units as a Senior Tutor at University (the double codes represent undergraduate and postgraduate student groups):

KXT101 Programming and Problem Solving

KXH141/KXH541 Virtual Reality Technology

KXH142/KXH542 Augmented Reality

KXH241/KXH543 User Interface Design

KXT313 Human Computer Interaction

I created and developed all the teaching material used by the students in Virtual Reality tutorials. The teaching material was deemed to be at such a standard as to be used to teach students in another unit, KXH343 Designing Virtual Worlds. The students that I taught, got together and nominated me for a teaching award, which the university gave me.

Here is what some of my students have written in a report:

⦁ 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.

What have you made?

That's probably another good question to ask.

Well a lot of my background is in creating startups, creating in-house and research based projects.

During my time as university student I was the leader for a Virtual Reality project that ran for a year. The team was myself and 9 other students from mixed backgrounds. We made the project in Unity3d and a 3D theatre called the Vision Space. It did so well that it achieved media coverage in TV, Newspaper and Radio(Southern Cross, Examiner, ABC Radio and Triple Jay). During this time I participated in interviews and public speaking.

As a master student I used Unity3d and Playmaker to create my thesis project - "Remote Collaboration solution for a Physiotherapist". I was investigating how to create an advanced system to help doctors and stroke patients work together over vast distances. I compared a whole range of different equipment to build this Virtual/Augmented Reality system (I was told I did the equivalent of a PhD during this time).

Before I did my masters, I managed to release a casual infinite runner game on for iOS and Android on the iTunes and Google Playstore:

I have also created a number of games and systems with custom hardware to help Stroke and Parkinson disease patients. As these research projects are still ongoing, I cannot share the videos and screenshots just yet. But here is a poster from the Parkinson system Games:

How did you get started?

Well I moved from Ireland to Australia with my family. I originally wanted to work with animals but due to visa requirements I couldn't travel to where the courses were. So I found myself studying and becoming a member of the HITLab family. The HITLab is a network of laboratories around the world and is most famous for its work in VR and AR. The founder of the HITLab is Thomas Furness. Currently there is HITLab US, HITLab NZ, and HITLab AU. Work is being done to bring more HITLab's to various parts of the world. So its a growing culture.

I was fortunate during this time to learn and work alongside experts in the fields, including:

  • Thomas Furness - Grandfather of Virtual Reality
  • Mark Billinghurst - Co-Creator of Augmented Reality

From there I opened up my own company (TemperTantrum) and was also involved in a number of other startup companies. I became a tutor, which you have heard about before. Got involved in various research projects to try and use the technology to help people. I then went on and did my masters and worked alongside a whole bunch of experts.

What are your plans now?

Well I have been involved in VR and AR for almost 10 years now. So I was here before the craze started with the Oculus.

I did get offered various different PhD's, and jobs from some very high up people, and companies in the field.

But I decided to take some time off and do what I always wanted to do, run my own startup and be a fulltime indie dev.

Currently I have a number of projects that are starting to reach the crowdfunding stage. I would love to tell and show you guys but you will have to wait. A whole bunch of work has gone into this: business plans, development, research etc. Including the creation of patents. I can tell you its in the AR space but that's about it. If your interested in this whole journey and process, I do have a website with a newsfeed or email list. Whatever that thingy is called.

And honestly, that's why I created this course. I have been told that I have been wearing too many different hats, and that I have way too much going on. And I would be quite happy just focusing and working away on my startups. But I know from tutoring and talking to other people that they would like to do what I do. There are a whole number of reasons why they don't:

  • Scared to fail
  • Don't have the skills or not smart enough to learn them
  • Looks really complicated

I could go on and on but that is a topic for a whole other conversation. What my point is, is that I want to leave a trail and a path for people to follow. I don't mind being the genuine pig or the first one. I will take all the spears and arrows fired and report back what is the safest way to navigate it all. Obviously each project will be different. But some fundamentals are common among them. And it starts with the mind.

You have to believe you can do it. That's what the aim of my course is. To put confidence in you that you can do it. That you have the ability to make your ideas come to life. From there, its just another step and another step and before you know it. You are helping others who started off like you so long ago.

So to sum up everything. I will be continuing on my journey of becoming an Entrepreneur, Indie Developer, and Polymath, with the aim of leaving a trail to help others who wish to pursue this life choice. I do this as I want to help people and have a passion for passing on what I have learnt. There's no point in me hoarding all this knowledge to myself. Doesn't do anyone any good.

Jonathan O'Duffy

Course Curriculum

Chapter 1.1 Introduction
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Chapter 2.1 Installing Unity3D
Chapter 2.2 Getting Playmaker
Chapter 2.3 Review
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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
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Your First Virtual World
Chapter 4.1 Overview
Chapter 4.2 Virtual World and Asset Store
Chapter 4.3 Review
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Playmaker Basics
Chapter 5.1 Overview
Chapter 5.2 Installing Playmaker
Chapter 5.3 Playmaker Editor
Chapter 5.4 FSM
Chapter 5.5 States
Chapter 5.6 Events
Chapter 5.7 Actions Part 1
Chapter 5.8 Actions Part 2
Chapter 5.9 Review
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Playmaker Cubes of Power
Chapter 6.1 Overview
Chapter 6.2 Level Design
Chapter 6.3 Materials
Chapter 6.4 Colour Cube
Chapter 6.5 Moving Cube
Chapter 6.6 Bouncing Cubes
Chapter 6.7 Music Cube
Chapter 6.8 Path Cube
Chapter 6.9 Door Cube Part 1
Chapter 6.10 Door Cube Part 2
Chapter 6.11 Review
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Virtual Room Interactions
Chapter 7.1 Overview
Chapter 7.2 Cube World
Chapter 7.3 Review
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Programming Concepts Basics
Chapter 8.1 Overview
Chapter 8.2 Programming
Chapter 8.3 Variables
Chapter 8.4 Strings
Chapter 8.5 Integers
Chapter 8.6 Floats
Chapter 8.7 Boolean
Chapter 8.8 Vectors
Chapter 8.9 Quaternion
Chapter 8.10 Unity Variables
Chapter 8.11 Review
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Playmaker Intermediate - Classic Nintendo Platformer
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
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Create Your First Game
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
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Programming Concepts Intermediate
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
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Playmaker Advanced - Bird Flap (Flappy Bird)
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
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Create Your Second Game
Chapter 13.1 Overview
Chapter 13.2 Helicopter
Chapter 13.3 Infinite Runner Game Examples
Chapter 13.4 UFWow
Chapter 13.5 Review
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Programming Concepts Advanced
Chapter 14.1 Overview
Chapter 14.2 Type Conversion
Chapter 14.3 Constants
Chapter 14.4 Arrays and Lists
Chapter 14.5 Local vs Global Variables
Chapter 14.6 Local vs World Co-Ordinate Systems
Chapter 14.7 Parent Child Relationship
Chapter 14.8 Review
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Playmaker Expert - Whack a Mole
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
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Create Your Third Game
Chapter 16.1 Overview
Chapter 16.2 Mole Types and Level Design
Chapter 16.3 Carnival Games
Chapter 16.4 Review
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Game Design
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
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Additional Resources
Chapter 18.1 Overview
Chapter 18.2 Playmaker
Chapter 18.3 2D Artwork Resources
Chapter 18.4 3D Art
Chapter 18.5 Music
Chapter 18.6 iTween
Chapter 18.7 Teamwork and Version Control
Chapter 18.8 Project Management
Chapter 18.9 Review
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Chapter 19.1 Overview
Chapter 19.2 Final Words of Advice and Thank you
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Bonus Chapter - Jonathan's Game Design Document
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
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