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Obrazek kursu

Empfohlen für Schüler, die mehr über die Spielentwicklung lernen möchten und die Basis des Programmierens beherrschen.

Kinder erstellen 3D-Spiele, Animationen und Musik, während sie Scratch, Minecraft und die Leistungsfähigkeit von KI (Suno, Canva) erkunden. Wir vermitteln Logik auf unterhaltsame Weise. Kein Stress, keine Langeweile - nur echte Zufriedenheit durch die Erstellung eigener Projekte. Los geht's!

einmal pro Woche 1 pro Woche, 2 x 45 Min.


Kleine Gruppen Durchschnittlich 6 Personen in der Gruppe


Zahlung Monatlich, vierteljährlich, jährlich


Preis pro Stunde ab 14,20 €


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Kursinhalte

Die Kurse zur Entwicklung von Computerspielen werden in C# durchgeführt. Die Teilnehmer lernen die Methoden und Methodologien zur Erstellung von zweidimensionalen sowie dreidimensionalen Computerspielen. Während der Kurse werden vollständige Computerspiele entwickelt, darunter ein Plattformspiel, ein Rollenspiel (RPG) und ein Netzwerk-Rennspiel, bei dem mehrere Spieler gegeneinander antreten können. Als Game-Engine wird UNITY 3D verwendet.

Kursplan

The first classes will be devoted to revision of the material. After a longer break, it is worth recalling the basics, which were reworked during the previous semesters.
During the second lesson the Unity 3D engine will be used. Students will get acquainted with the interface of the program, learn the basic elements of which the game consists. They will start a simple project of a UFO game where they will write a script, thanks to which they will move the spaceship around the board.
The third class will be a continuation of the previous ones. They will apply new elements related to 2D physics, so that the ship will not run away from the board but will also be able to earn points and display them.
Time for the project for the rest of the semester. This lesson will be devoted to Game Design Document to show how important it is to design games accurately at the very beginning.
During the next classes, time will be devoted to preparing a prototype of the game. Pupils will put their first materials on the game objects. They will also create a script that will allow the character to jump in the air and make the so-called double jump.
It's time to prepare the level for moving on or actually moving it. The script written during these classes will allow for a little cheating. It's the world that will move towards the player creating the illusion that it's him or her who is running on it. We will also start counting our points.
What is this game where you do nothing but run? We'll add obstacles that we'll have to avoid and the ability to control the difficulty level. The game can't be boring after all.
In the game, it happens that something goes wrong. That's why during these classes, students learn how to reload scenes to restart the level in case of a something goes wrong.
We give character to the project. These classes will be devoted to the appearance of levels, heroes or traps. Graphics and animations prepared beforehand will be added to implement them.
Pieniądze rządzą światem. Dodane zostaną więc do gry by móc zdobywać kasę oraz dodamy zapis najlepszego wyniku, by wraz z kolejnymi próbami starać się pobić swój rekord. Dodamy też platformy, by gra nie działa się tylko na jednym poziomie.
PowerUP... Today immortality will be programmed. At least temporary. We will prepare the collectibles, obtaining them during the game will have additional effects for our hero.
Let us finally build a decent world. Or at least let it build itself. With the help of a few prepared prefabs our charts will be generated randomly. Thanks to that each game will be unique.
We will be working on the interface and menus for the last time. Somehow the game has to start, from somewhere we need to know how many points we have. We will also add music that will accompany us in the game.
It's time for the final touches. Correction of bugs, defects and a cherry on the cake. Export to computer and Android. The most important issues will be discussed and finally we export to boast our game to others.
In this class, we will prepare a Space Invaders game, or rather its basic version where we have to protect ourselves against the arrival of the alien fleet.
We are expanding our project with an additional enemy and shields.
In the next two lessons, we will create the classic retro game Pacman. The first lesson will focus on creating the basics of Pacman's movement, eating dots and winning.
In today's lesson we will finish the Pacman project that we started in the previous lesson. Today's lesson will focus on creating the AI and restarting the game.
In the first lesson we will establish the gameplay and mechanics of the game. We will go over differences between 2D and 3D games. We will also prepare the Game Design Document. The students will learn what version control is using GitHub and Plastic SCM.
Today, the students will create a player controller using an internal Unity CharacterController component. They will also make a camera script through which they will be able to see the game world.
The students will prepare a couple special mechanics. They will program a counter which will count how much time is left to find the finish. They will also create a mechanic for pausing the game and ending it so winning or losing.
Today we will create pickups which are objects which apply certain effects to the player after they pick them up.
In this class we will create a portal which will allow the player to quickly move between different parts of the labyrinth.
The next classes will be a continuation of the portals. We will create scripts that will allow a smooth transition between the portals, and we will also create several security features to make the portal work properly.
Time for 3D graphics! Literally. In this class, the students will learn the basics of Blender 3D. They will also get to know what 3D models consist of. They will prepare the first model for our game.
This topic is also spread over two lessons. In the first lesson, the students, using the basics from previous classes and the teacher's help, will create their own pickup versions.
In this lesson, students will export them to .FBX files and upload them to Unity, as well as create scripts for them.
Now that we have pickups, we can add animations. Students will set their models in motion. They will also create a trap mechanism as well as a door opening mechanism with a key.
In class, students will create a generator that will generate various labyrinths based on prefabs and images. The students will prepare their own levels and add their own elements to them.
The students will prepare their own levels and add their own elements to them.
We can make our finished level even more attractive. This class will be devoted to materials to add color to the objects. Then, post-processes will be discussed, thanks to which students will be able to completely change the so-called flow of the game. Finally, music and sounds will be introduced.
The last lesson will be devoted to the game interface. Two-dimensional graphics will be introduced to inform the player about the time remaining, whether they are under the influence of a pickup or whether they finally reached the finish line. A simple Main Menu will also be created. And finally, we will export our game to be able to show off to friends.
We will prepare the basics of the Arkanoid game. We will program the arena, the movement of the footbridge and the movement of the ball. We will also prepare the first bricks for breaking.
We continue working on the Arkanoid game. We will add block generation and different levels.
In this class, students will review the basics of Unity. It will be mostly independent work withs some support from the teacher.
During these lessons, we will learn about WheelCollider, build the first vehicle and write scripts that will allow us to move it.
During these lessons, we will learn about WheelCollider, build the first vehicle and write scripts that will allow us to move it.
A theoretical lesson on creating multiplayer games and preparing the Photon environment.
The class will be devoted to checkpoints located in the area. Thanks to them, the program will be able to determine how many laps the player has made.
We will prepare the basics of the user interface. We will add player name and color, countdown and game reset button.
The classes will be devoted to the corrections as well as adding a mirror to the game and changing the camera.
During the lesson we will prepare the game menu in which we will be able to specify our username and the color of the car.
In this class we will finally start creating multiplayer elements to connect our game to the server and other players. Because of complex testing we will need two lessons to do that.
In this class we will finally start creating multiplayer elements to connect our game to the server and other players. Because of complex testing we will need two lessons to do that.
In this lesson we will prepare and display a leaderboard.
In this lesson we will create a Nitro powerup for our cars.
We will take the two last classes to prepare a circuit to drive on and our own races. After creating the terrain the students will use premade elements to complete their race tracks on their own.
We will take the two last classes to prepare a circuit to drive on and our own races. After creating the terrain the students will use premade elements to complete their race tracks on their own.