Unity2D Professional Development From A to Z Build 10 Games
- Development
- May 13, 2025

Unity2D Professional Development From A to Z Build 10 Games, available at $199.99, has an average rating of 3.8, with 252 lectures, based on 261 reviews, and has 4086 subscribers.
You will learn about Game Design and colors branding trends. Unity3D Development Fundemantals. Design Complete Professional Unity3D Storyboard Game. Build Your Android Version of the game. Build Your IOS Version of the game and XCode Integration. Build And Sell Your Own Unity3d Package to Unity Asset Store. Work with all types of screens (splash, about us, settings, reset, stages, levels, in game, upcomming). Work with all types of dialogs (pause,timeout,win,lose,exit,confirmation,3 stars). Configure game shared preferences storage to store user playing records. Restart the game to factory settings. Publish the game to Google Play Store. Publish the game to Unity Asset Store. Publish the game to Apple IOS Store. Discover the mobile apps monetization methods. Integrate and monetize your game with ads. Get thousands of free app installs and traffic to your games. This course is ideal for individuals who are Game Developers or Game Designers or Non-Programmers or Beginners or Android Developers or IOS Developers It is particularly useful for Game Developers or Game Designers or Non-Programmers or Beginners or Android Developers or IOS Developers.
Enroll now: Unity2D Professional Development From A to Z Build 10 Games
Summary
Title: Unity2D Professional Development From A to Z Build 10 Games
Price: $199.99
Average Rating: 3.8
Number of Lectures: 252
Number of Published Lectures: 251
Number of Curriculum Items: 252
Number of Published Curriculum Objects: 251
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
** Updated October-2016?**
Unity Professional 2D Game Development Plus 7 Games Projects!
In this course you are going to design, develop, publish and monetize a complete game with 36 level and different stages with a complete story board using Unity3D UI KIT, the name of this game is “Flaty Box”, This course compatible with Unity 4.x and Unity5.
NOTE: MORE THAN 400$ ASSETS AND RESOURCES COMES WITH THIS COURSE!.
You are going to get 7 Projects worthy over $400 once you register in the course:
- Flaty Box Game
- Unity StoryBoard UI KIT ($75)
- Draw-on-screen (50$)
- Stickers 2d (35$)
- 3 STARS WINING DIALOG (35$)
- Android ML App + Course ($199)
- Clony Bird Game
- Clony Bird Game Manual
This course is unique in its content and the first in its kind; It’s a complete project-based process to build a complete 2D game using Unity3D from A to Z. We start building the game from the ground up with a clear step by step lessons without jumping. We cover everything related to the design and development for this game starting from the design in Photoshop and choosing color palette then moving to development, configuration and integration with the professional UI KIT tools with all different components and screens and dialogs and testing of the game using Unity3D in order to let you develop a professional game with attractive user interface not in weeks or months but within a matter of few hours.
We guide you in details how to design the listing and publish the game on Google Play Store, Apple iOS Store and on Unity Asset Store which is one of the hottest markets on the web.
The Following features are supported in this game :
Game Storyboard UI KIT will make you forget the UI part when you are creating 2D/3D game. It’s using the last Unity features like Sprites, Animation with complete storyboard for your game with all required screens and dialogues.
Unity is on the top of the develop-once distribute-many platforms and it is really an awesome one-stop-shop platform and game engine for games, that is why we choose it as development platform.
Course Preparation Team:
Course Curriculum
Chapter 1: Introduction
Lecture 1: Whats New in This Course?
Lecture 2: What Does The Course Cover?
Lecture 3: Source Code and Important Notes
Chapter 2: Prepare your environment
Lecture 1: Install Unity and Photoshop
Lecture 2: Notes about the software
Chapter 3: Get started with Unity and C#
Lecture 1: Introduction to Abstract Thinking and GameObject
Lecture 2: How to Create Multiple Game Objects with instantiation
Lecture 3: Create First Project and Explore Unity Environment
Lecture 4: Create Basic Hello World Application with a Button Click
Lecture 5: Change Color State of Button From Serialized Field Based on Button Click
Lecture 6: Variables and States, Scope of Variables, Comments
Lecture 7: Hierachy Browser, Function Argument, if else Statements
Lecture 8: Reference Parent and Child Game Objects and Components
Lecture 9: Scope of if statement, return type and void, private and public methods
Lecture 10: Function Call Another function, string Concatenation, Get function Result
Lecture 11: Passing String Value From UI To Code, Playmode tint
Lecture 12: Passing GameObject as a function Argument From UI To Code
Lecture 13: Prefabs and Reusability
Lecture 14: Getting Objects, Tags, Arrays, Loop
Lecture 15: Click to Navigate between Scenes from Build Settings Name
Chapter 4: Design the game objects
Lecture 1: Design the player, background, coins, Obstacles.
Chapter 5: Game Core Development
Lecture 1: Create new project and importing sprites
Lecture 2: Adding the player and its animation
Lecture 3: Adding the game objects and the background
Lecture 4: Adding colliders and rigidbody to the game objects
Lecture 5: Adding game and player attributes and sounds effects
Lecture 6: Add movement to the player and understand isGrounded
Lecture 7: Add Score collision detection and score text mesh
Lecture 8: Extend and move the world and work with deadzones
Lecture 9: Some Notes About Next Two Lectures
Lecture 10: Adding Custom Jump Animation with Transition Parameters
Lecture 11: Scripting the Jump Animation States with Time Delay
Lecture 12: Adding winning checkpoint
Lecture 13: You Decide whats next!
Chapter 6: Design Game Manager Layout
Lecture 1: What we are going to build in this section.
Lecture 2: Download images used to develop the game manager
Lecture 3: Create project and import sprites
Lecture 4: Create responsive panels
Lecture 5: Design the main panel
Lecture 6: Design bottom and top panels
Chapter 7: Advance Screen UI Design, Classes
Lecture 1: Vertical and horizontal layout
Lecture 2: Download lecture resources
Lecture 3: Add action to buttons, drag and drop
Lecture 4: Add buttons listener via script
Lecture 5: Download lecture resources
Lecture 6: Permanent Storage and Player Preferences
Lecture 7: JSON and Serialized Levels
Lecture 8: Get Object from JSON
Lecture 9: Maintain Player Preferences with JSON
Lecture 10: Download lecture resources
Lecture 11: DataRoot and Table Saving
Lecture 12: Download lecture resources
Chapter 8: Game Storage Manager
Lecture 1: Create Storage Manager
Lecture 2: Default Levels Data Method
Lecture 3: Save and Read Levels Data
Lecture 4: Initialize different status for level
Lecture 5: Link Item to level.
Lecture 6: Bind level with stored data
Lecture 7: Unlock level on button click
Lecture 8: Apply data once level is loaded
Lecture 9: Lock, Unlock, Reset and Control Stars
Lecture 10: Download lecture resources
Chapter 9: Pokemon Game Slider
Lecture 1: Design the slider panels
Lecture 2: Download lecture resources
Lecture 3: Add slider item, Mask, Scroll Rect
Lecture 4: Get width of slide item
Lecture 5: Download lecture resources
Lecture 6: Dynamic slider recttrasnsform
Lecture 7: Manual Slide the slider
Lecture 8: Download lecture resources
Lecture 9: Activate slider animation with a button click
Lecture 10: Download lecture resources
Lecture 11: Adjust canvus to the world space
Lecture 12: Download lecture resources
Chapter 10: Bind Slider, Menu levels Control
Lecture 1: Get slides inside the script
Lecture 2: Bind slides from storage
Lecture 3: Download lecture resources
Lecture 4: Levels menu and sub level navigation
Lecture 5: Download lecture resources
Chapter 11: LineRenderer, Materials, Raycast, simple Collision
Lecture 1: Point Material, MeshRenderer and Filters
Lecture 2: Differentiate Behaviour For Point MeshRenderer
Lecture 3: Instantiate Point Behaviour at Run Time
Lecture 4: Understand Virtual Raycast in the space
Lecture 5: Raycast Move Collision For Points
Lecture 6: Handle Raycast Move Collision Per Point
Lecture 7: Handle Touch And Mouse Clicks
Lecture 8: Touch And Mouse Raycast Per Point
Lecture 9: LineRenderer Component
Lecture 10: Initialize LineRenderer From a Prefab
Instructors

Ahmad Naser
Freelance Architect, Senior Developer and Designer, Trainer
Rating Distribution
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