Section 1 : Introduction & Setup

Lecture 1 INTRODUCTION TO BRAINMEASURES PROCTOR SYSTEM
Lecture 2 About Certification
Lecture 3 Install Unity 2018 00:05:05 Duration
Lecture 4 Install Visual Studio Code 00:06:47 Duration
Lecture 5 Not Making Intellisense
Lecture 6 Quick Game Design Overview 00:02:18 Duration
Lecture 7 Architectural Overview 00:07:21 Duration
Lecture 8 About Proctor Testing

Section 2 : Basic Movement

Lecture 1 Section Overview - Basic Movement 00:01:00 Duration
Lecture 2 Create A Simple Sandbox 00:13:12 Duration
Lecture 3 Move Using Nav Mesh Agent 00:08:22 Duration
Lecture 4 Refining Your Nav Mesh
Lecture 5 Introduction To Raycasting 00:06:47 Duration
Lecture 6 Implement Click-To-Move 00:10:02 Duration
Lecture 7 Create A Fixed Follow Camera 00:06:43 Duration
Lecture 8 Animation Blend Trees 00:12:38 Duration
Lecture 9 Match Animation To Movement 00:16:10 Duration
Lecture 10 Basic Movement Tweaks 00:06:10 Duration
Lecture 11 Project Folder Structure 00:10:25 Duration

Section 3 : High Level Game Design

Lecture 1 Section Intro - High Level Design 00:01:05 Duration
Lecture 2 1 00:10:22 Duration
Lecture 3 The Player Experience 00:06:47 Duration
Lecture 4 First Draft Of Your GDD 00:10:09 Duration

Section 4 : Basic Combat

Lecture 1 Section Overview - Basic Combat 00:01:08 Duration
Lecture 2 Separating The Control Layer 00:12:17 Duration
Lecture 3 Namespaces To See Dependencies 00:12:56 Duration
Lecture 4 Raycasting For Components 00:14:29 Duration
Lecture 5 Implementing Action Priority 00:09:56 Duration
Lecture 6 Move Within Range 00:08:59 Duration
Lecture 7 Cancelling Combat With Movement 00:10:22 Duration
Lecture 8 Decoupling Dependency Cycles 00:10:58 Duration
Lecture 9 Dependency Inversion With Interfaces 00:10:07 Duration
Lecture 10 Add Attack Animation 00:05:51 Duration
Lecture 11 Trigger Animation In Code 00:08:31 Duration
Lecture 12 Throttling Our Attacks 00:06:09 Duration
Lecture 13 Taking Damage 00:08:43 Duration
Lecture 14 Nested Prefabs And Variants 00:11:59 Duration
Lecture 15 Using Prefab Variants 00:10:30 Duration
Lecture 16 Any State Animations 00:03:24 Duration
Lecture 17 Trigger Death Animation 00:04:23 Duration
Lecture 18 Stop Attacking Already 00:10:39 Duration
Lecture 19 Look Them In The Eyes 00:06:37 Duration
Lecture 20 Ignore Dead Enemies 00:06:22 Duration
Lecture 21 Bugs What Bugs 00:10:44 Duration

Section 5 : Enemy AI

Lecture 1 Section Overview - Enemy AI 00:02:17 Duration
Lecture 2 Calculating AI Chase Distance 00:08:57 Duration
Lecture 3 Swappable Control Systems 00:10:40 Duration
Lecture 4 Disable Control When Dead 00:10:23 Duration
Lecture 5 Visualising With Gizmos 00:06:52 Duration
Lecture 6 AI Guarding Behaviour 00:04:17 Duration
Lecture 7 That's Some Suspicious Behaviour 00:08:26 Duration
Lecture 8 Visualising Waypoints 00:09:09 Duration
Lecture 9 Waypoint Loops 00:06:34 Duration
Lecture 10 Patrolling Behaviour 00:09:24 Duration
Lecture 11 Dwelling At Waypoints 00:07:18 Duration

Section 6 : First Moment

Lecture 1 Section Overview - First Moment 00:01:00 Duration
Lecture 2 Design A Moment 00:08:00 Duration
Lecture 3 Sketch Your Moment 00:08:18 Duration
Lecture 4 Tips To Improve Workflow 00:10:35 Duration
Lecture 5 Craft The Environment 00:10:50 Duration
Lecture 6 Hits-To-Kill Design Metric 00:08:01 Duration
Lecture 7 Tweak Enemy Patrol 00:12:59 Duration
Lecture 8 Cinemachine Follow Camera 00:08:39 Duration
Lecture 9 Make Cinematic Sequence 00:16:09 Duration
Lecture 10 Trigger Cinemachine Cut Scene 00:09:35 Duration
Lecture 11 The Observer Pattern In C# 00:14:00 Duration
Lecture 12 Player Input In Cutscenes 00:07:03 Duration

Section 7 : Scene Management

Lecture 1 Section Overview - Scene Management 00:01:18 Duration
Lecture 2 Make A Second Scene 00:09:48 Duration
Lecture 3 Scene Loading Portals 00:07:44 Duration
Lecture 4 How Coroutines Work 00:10:08 Duration
Lecture 5 Wait For Scene To Load 00:06:56 Duration
Lecture 6 Player Spawn Point 00:11:01 Duration
Lecture 7 Cross Scene References 00:08:11 Duration
Lecture 8 Canvas Groups For Fading 00:02:24 Duration
Lecture 9 Nested Coroutines For Fading 00:11:22 Duration
Lecture 10 Avoiding The Singleton Pattern 00:14:02 Duration

Section 8 : Saving Asset Pack

Lecture 1 Section Overview Saving Asset Pack 00:02:19 Duration
Lecture 2 The Saving System Overview 00:05:35 Duration
Lecture 3 Triggering Saving And Loading 00:08:48 Duration
Lecture 4 Saveable Components And GameObjects 00:14:01 Duration
Lecture 5 Challenge Saveable Health
Lecture 6 Checkpoints Between Scenes 00:11:56 Duration
Lecture 7 Loading The Saved Scene 00:08:35 Duration
Lecture 8 BONUS Capturing Multiple Parameters
Lecture 9 BONUS Runtime Objects

Section 9 : Saving System

Lecture 1 Skip Or Continue
Lecture 2 Section Overview Saving System 00:02:05 Duration
Lecture 3 Save System Design 00:06:50 Duration
Lecture 4 Overview Of Binary Serialization 00:12:10 Duration
Lecture 5 File Paths In C# 00:05:14 Duration
Lecture 6 Understanding Unicode 00:11:44 Duration
Lecture 7 Filestream Read And Write In C# 00:08:20 Duration
Lecture 8 Converting To Binary In C# 00:10:04 Duration
Lecture 9 BinaryFormatter For Serialization 00:16:48 Duration
Lecture 10 Saveable Entities 00:15:45 Duration
Lecture 11 Generating UUIDs In C#
Lecture 12 Editing SerializedFields 00:14:59 Duration
Lecture 13 Serializing With SaveableEntities 00:08:50 Duration
Lecture 14 Saving Multiple Scenes - Part 1 00:08:52 Duration
Lecture 15 Saving Multiple Scenes - Part 2 00:07:42 Duration
Lecture 16 Checkpoints Between Scenes 00:08:29 Duration
Lecture 17 ISaveable Components 00:14:36 Duration
Lecture 18 Deduplicating UUIDs 00:12:43 Duration
Lecture 19 Restoring Health 00:06:36 Duration
Lecture 20 Reloading The Last Scene 00:12:52 Duration
Lecture 21 Fading Before Scene Load 00:08:41 Duration

Section 10 : Simple Weapons

Lecture 1 Section Overview Simple Weapons 00:00:59 Duration
Lecture 2 Equip A Weapon 00:10:40 Duration
Lecture 3 Animator Override Controller 00:06:11 Duration
Lecture 4 Creating Scriptable Objects 00:07:24 Duration
Lecture 5 Unarmed As A Weapon 00:07:35 Duration
Lecture 6 Basic Weapon Pickup 00:11:09 Duration
Lecture 7 Left Handed Weapons 00:11:41 Duration
Lecture 8 Make A Weapon Projectile 00:11:21 Duration
Lecture 9 Shoot Projectiles 00:12:21 Duration
Lecture 10 Damage From Projectiles 00:09:12 Duration
Lecture 11 Trails & Prefab Variants 00:11:59 Duration
Lecture 12 Destroy Old Weapon 00:09:33 Duration
Lecture 13 Improve Projectile Behaviour 00:11:16 Duration
Lecture 14 Fireball Weapon & Pickup 00:06:37 Duration
Lecture 15 Fireball Particle System 00:08:54 Duration
Lecture 16 Projectile Impact Effect 00:05:45 Duration
Lecture 17 Destroy The Unwanted 00:14:12 Duration
Lecture 18 Resetting The Default Animator 00:06:53 Duration
Lecture 19 Dynamic Resource Loading 00:09:42 Duration
Lecture 20 Saving Weapon Choice 00:05:48 Duration
Lecture 21 Pickup Respawning 00:06:59 Duration

Section 11 : Character Stats

Lecture 1 Progression Design 00:09:47 Duration
Lecture 2 Progression Scriptable Object 00:11:24 Duration
Lecture 3 Looking Up The Health Stat 00:13:28 Duration
Lecture 4 Debug Health Display 00:11:54 Duration
Lecture 5 Enemy Health Display 00:06:27 Duration
Lecture 6 Awarding Experience Points 00:10:49 Duration
Lecture 7 Editing Scriptable Object Files 00:09:16 Duration
Lecture 8 Finding A Stat By Enum 00:08:58 Duration
Lecture 9 Saving Experience Points
Lecture 10 Displaying Experience 00:05:22 Duration
Lecture 11 Performant Lookups With Dictionaries 00:11:24 Duration
Lecture 12 Levelling Up 00:14:22 Duration
Lecture 13 Displaying The Level 00:03:03 Duration
Lecture 14 Squashing Health Bugs 00:07:48 Duration
Lecture 15 Events And Delegates 00:12:25 Duration
Lecture 16 Delegates And Actions For Leveling Up 00:07:01 Duration
Lecture 17 Saving Race Conditions 00:06:42 Duration
Lecture 18 Level Up Events And Particle Effects 00:11:56 Duration
Lecture 19 Damage Progression 00:10:56 Duration
Lecture 20 Extensible Modifier System 00:11:59 Duration
Lecture 21 Percentage Modifiers 00:12:05 Duration
Lecture 22 Data Hazards And Race Conditions 00:07:51 Duration
Lecture 23 Hunting Down Race Conditions 00:09:07 Duration
Lecture 24 Awake vs Start 00:11:31 Duration
Lecture 25 Lazy Initialisation 00:12:45 Duration
Lecture 26 Progression Stats Spreadsheet 00:20:01 Duration

Section 12 : Final Polish

Lecture 1 Configurable Cursors 00:12:36 Duration
Lecture 2 Cursors And UI 00:10:32 Duration
Lecture 3 Generic Raycastable Components 00:14:45 Duration
Lecture 4 Cursor Type With IRaycastable 00:07:01 Duration
Lecture 5 Raycast Sorting 00:09:36 Duration
Lecture 6 Raycasting To A NavMesh 00:15:55 Duration
Lecture 7 Calculating A NavMesh Path 00:15:47 Duration
Lecture 8 In Game UI 00:09:42 Duration
Lecture 9 Text Fading Animation 00:05:02 Duration
Lecture 10 Spawning Damage Text 00:07:56 Duration
Lecture 11 Using Unity Events 00:11:26 Duration
Lecture 12 Updating The Damage Text Value 00:05:04 Duration
Lecture 13 Unity Events With Parameters 00:06:30 Duration
Lecture 14 Health Bar UI 00:12:51 Duration
Lecture 15 Updating The Health Bar Scale 00:07:01 Duration
Lecture 16 Disabling Empty Health Bars 00:05:44 Duration
Lecture 17 Fixing The Fader 00:11:30 Duration
Lecture 18 Coroutine Race Conditions 00:10:50 Duration
Lecture 19 Camera Facing LateUpdate Fix 00:01:52 Duration
Lecture 20 Sound Effects And UnityEvents 00:13:45 Duration
Lecture 21 Weapon Prefab Refactor 00:07:18 Duration
Lecture 22 Fighter To Weapon Communication 00:09:38 Duration
Lecture 23 Boom Microphone Audio Listener 00:08:16 Duration
Lecture 24 Health Pickup Hack 00:08:16 Duration
Lecture 25 Visual Polish Audit 00:05:43 Duration
Lecture 26 Visual Polish Part 1 00:07:24 Duration
Lecture 27 Visual Polish - Macro Details 00:11:38 Duration
Lecture 28 Visual Polish - Micro Details 00:12:08 Duration
Lecture 29 Combat Moment Fine Tuning 00:06:20 Duration
Lecture 30 Bug Attacking Distant Enemies 00:07:57 Duration
Lecture 31 Enemy AI Agro 00:07:32 Duration
Lecture 32 Enemy Mob Mechanics 00:10:10 Duration
Lecture 33 Bug Shooting Over Water 00:03:05 Duration