Lesson 4: Astral Attackers (Part II)

In this week’s class, we discussed strategies for audio, and covered the Singleton pattern – a very powerful tool (but also a potentially tricky/dangerous one) for organizing our game and exposing our “manager” scripts to the objects in our scene. The videos this week will cover updates to our Astral Attackers game to build a Sound Manager, create the Game Manager which will handle our game state and flow, and finally we will make some visual improvements to our environment and to our enemies to spice things up.

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Assignment 3: Astral Attackers (Part I)

This week’s assignment is to add some personality to our game, by performing some of the tasks that we left only partially complete, or perhaps completely ignored (like adding awesome sounds). Required Items ITEM 1: Add Sounds – [REQUIRED] Our game is going to need some awesome sounds to add to the action. Go outcontinue reading

Lesson 3: Astral Attackers (Part I)

Today we started out on our new game – “Astral Attackers” – a Space Invaders inspired alien shooter that we will use to illustrate the ways in which the objects in our object-oriented program interact with one another. Instead of a coordinated central script controlling the action, the gameplay instead emerges from the behaviors we give the objects themselves.

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Assignment 2: Finish Easy Pong

Your assignment is to complete our Pong game by placing and managing the remaining UI components for scoring and messaging, adding the missing steps from our state outline, and customizing the game with your own personal touches.  There are five required parts to this, and two that are optional. Completing the required will get youcontinue reading

Week 2: Pong (the easy way)

This week, we replicate last week’s accomplishments in a matter of minutes by using the tools that Unity affords us. This frees up extra time to build our even more of our game and get to work on the logic of moving through the stages of our gameplay. We will work with physics, collisions, sound, scripting prefabs, enumerations, coroutines, and Unity’s UI system. Let’s jump in!

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Assignment 1: Paddles

For our first week, we will keep things relatively simple – you will add the two features outlined below to our game. Try to get these working to the best of your ability. For this first assignment you will be graded on the attempt rather than the execution. CHALLENGE #1)  Make the ball bounce off ofcontinue reading

Week 1, Part 2: Pong (the hard way)

Part 2 of this week’s instruction is delivered through pre-recorded workshops. You can find the video links for this in the course Canvas site, and on the Course YouTube channel.

In this exercise, we are going to create the beginning of a Pong style game from scratch. We will use Unity primitives to create a playing field, make objects move with code and input from our keyboard, and finally have our ball bounce off of the walls.

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Week 1, Part 1: Unity Basics

This week is a “2-parter” as we have a limited number of meetings throughout the semester. The first part of the class covered the basics of what makes up a “game engine”, a demonstration of downloading the Unity Hub and installing our Unity version that we will use for the semester, a tour of thecontinue reading


Welcome to the Fall 2022 semester of 53-353 Understanding Game Engines. This course seeks to demystify the process of developing and programming games using game engine software (in this case we will be using Unity). Course instruction will be delivered through a combination of live sessions for lecture & review, as well as a seriescontinue reading