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My name is Michael Kelley. Once upon a time I was an award-winning game developer and game artist, former #gamedev adjunct professor, and published #gamedev author. My goal was to create the best and most innovative games and game art while spreading #gamedev knowledge. Unfortunately my ambitions have been derailed by a recent cancer diagnosis. Now I'm working hard to turn crisis into opportunity. Help me exact revenge on this dreaded disease by supporting my undying ambitions; bringing great new games, art, and knowledge into the world!
Game Development 101 -- Lesson List (not all videos are uploaded yet)
Lesson 1 -- The Evolution and Rediscovery of Play (lecture) In this lesson we learn of play's evolutionary inception. Play and gamification are defined.
Lesson 2 -- Motivation (lecture) In this lesson we learn that the purpose of a game is to motivate. We look at some of the ways in a desired behavior can be motivated and some ethical and social repercussions of manipulation. We revise our definition of game and gamification and define game theory. We define what a game developer is.
Lesson 3 -- Art Asset Creation (lecture) In this lesson we learn of the technologies enabling game art asset creation, their limitations, and the artistic process and best practices.
Lesson 4 -- Character Modeling in Blender (lab) In this series we take a look at common art asset creation workflows and implement a traditional workflow that begins with low-poly modeling. We modify Blender to adopt a 3ds Max persona. We then learn what buttons need pushing to create our model.
Lesson 5 -- Character Sculpting and Painting in Zbrush (lab) In this series we learn what buttons need pushing to create our high poly sculpt.
Lesson 6 -- Unwrapping in Zbrush (lab) In this lesson we use Zbrush to create our UVW coordinates and extract diffuse and normal maps.
Lesson 7 -- Texturing in Photoshop (lab) In this series we define and create/finalize diffuse, normal, specular, self-bright, and alpha maps.
Lesson 8 -- Rigging in Blender (lab) In this series we learn to rig a character in Blender.
Lesson 9 - Creating a Motion Capture Studio at Home! iPi Soft, Kinect In this lesson we detail the hardware and software needed to create a motion capture studio at home. We will then learn how to create a game ready animation using a console (xbox 360 Kinect) and iPiSoft!
Lesson 10 -- Programming (lecture) In this lesson we learn the basics of programming in preparation for our foray into Unity. We define a whole lot of terms such as functions, parameters, and variables.
Lesson 12 -- Playmaker (lab) In this series things really get going with an introduction to visual scripting using the state machine Unity.
Lesson 13 -- Princess in Another Castle (lecture) Just as things really get going, we end on a cliffhanger. Closing thoughts.