Section 1 : Introduction & Setup

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

Section 2 : Basic Movement

Lecture 9 Section Overview - Basic Movement 1:0
Lecture 10 Create A Simple Sandbox 13:12
Lecture 11 Move Using Nav Mesh Agent 8:22
Lecture 12 Refining Your Nav Mesh
Lecture 13 Introduction To Raycasting 6:47
Lecture 14 Implement Click-To-Move 10:2
Lecture 15 Create A Fixed Follow Camera 6:43
Lecture 16 Animation Blend Trees 12:38
Lecture 17 Match Animation To Movement 16:10
Lecture 18 Basic Movement Tweaks 6:10
Lecture 19 Project Folder Structure 10:25

Section 3 : High Level Game Design

Lecture 20 Section Intro - High Level Design 1:5
Lecture 21 1 10:22
Lecture 22 The Player Experience 6:47
Lecture 23 First Draft Of Your GDD 10:9

Section 4 : Basic Combat

Lecture 24 Section Overview - Basic Combat 1:8
Lecture 25 Separating The Control Layer 12:17
Lecture 26 Namespaces To See Dependencies 12:56
Lecture 27 Raycasting For Components 14:29
Lecture 28 Implementing Action Priority 9:56
Lecture 29 Move Within Range 8:59
Lecture 30 Cancelling Combat With Movement 10:22
Lecture 31 Decoupling Dependency Cycles 10:58
Lecture 32 Dependency Inversion With Interfaces 10:7
Lecture 33 Add Attack Animation 5:51
Lecture 34 Trigger Animation In Code 8:31
Lecture 35 Throttling Our Attacks 6:9
Lecture 36 Taking Damage 8:43
Lecture 37 Nested Prefabs And Variants 11:59
Lecture 38 Using Prefab Variants 10:30
Lecture 39 Any State Animations 3:24
Lecture 40 Trigger Death Animation 4:23
Lecture 41 Stop Attacking Already 10:39
Lecture 42 Look Them In The Eyes 6:37
Lecture 43 Ignore Dead Enemies 6:22
Lecture 44 Bugs What Bugs 10:44

Section 5 : Enemy AI

Lecture 45 Section Overview - Enemy AI 2:17
Lecture 46 Calculating AI Chase Distance 8:57
Lecture 47 Swappable Control Systems 10:40
Lecture 48 Disable Control When Dead 10:23
Lecture 49 Visualising With Gizmos 6:52
Lecture 50 AI Guarding Behaviour 4:17
Lecture 51 That's Some Suspicious Behaviour 8:26
Lecture 52 Visualising Waypoints 9:9
Lecture 53 Waypoint Loops 6:34
Lecture 54 Patrolling Behaviour 9:24
Lecture 55 Dwelling At Waypoints 7:18

Section 6 : First Moment

Lecture 56 Section Overview - First Moment 1:0
Lecture 57 Design A Moment 8:0
Lecture 58 Sketch Your Moment 8:18
Lecture 59 Tips To Improve Workflow 10:35
Lecture 60 Craft The Environment 10:50
Lecture 61 Hits-To-Kill Design Metric 8:1
Lecture 62 Tweak Enemy Patrol 12:59
Lecture 63 Cinemachine Follow Camera 8:39
Lecture 64 Make Cinematic Sequence 16:9
Lecture 65 Trigger Cinemachine Cut Scene 9:35
Lecture 66 The Observer Pattern In C# 14:0
Lecture 67 Player Input In Cutscenes 7:3

Section 7 : Scene Management

Lecture 68 Section Overview - Scene Management 1:18
Lecture 69 Make A Second Scene 9:48
Lecture 70 Scene Loading Portals 7:44
Lecture 71 How Coroutines Work 10:8
Lecture 72 Wait For Scene To Load 6:56
Lecture 73 Player Spawn Point 11:1
Lecture 74 Cross Scene References 8:11
Lecture 75 Canvas Groups For Fading 2:24
Lecture 76 Nested Coroutines For Fading 11:22
Lecture 77 Avoiding The Singleton Pattern 14:2

Section 8 : Saving Asset Pack

Lecture 78 Section Overview Saving Asset Pack 2:19
Lecture 79 The Saving System Overview 5:35
Lecture 80 Triggering Saving And Loading 8:48
Lecture 81 Saveable Components And GameObjects 14:1
Lecture 82 Challenge Saveable Health
Lecture 83 Checkpoints Between Scenes 11:56
Lecture 84 Loading The Saved Scene 8:35
Lecture 85 BONUS Capturing Multiple Parameters
Lecture 86 BONUS Runtime Objects Text

Section 9 : Saving System

Lecture 87 Skip Or Continue Text
Lecture 88 Section Overview Saving System 2:5
Lecture 89 Save System Design 6:50
Lecture 90 Overview Of Binary Serialization 12:10
Lecture 91 File Paths In C# 5:14
Lecture 92 Understanding Unicode 11:44
Lecture 93 Filestream Read And Write In C# 8:20
Lecture 94 Converting To Binary In C# 10:4
Lecture 95 BinaryFormatter For Serialization 16:48
Lecture 96 Saveable Entities 15:45
Lecture 97 Generating UUIDs In C#
Lecture 98 Editing SerializedFields 14:59
Lecture 99 Serializing With SaveableEntities 8:50
Lecture 100 Saving Multiple Scenes - Part 1 8:52
Lecture 101 Saving Multiple Scenes - Part 2 7:42
Lecture 102 Checkpoints Between Scenes 8:29
Lecture 103 ISaveable Components 14:36
Lecture 104 Deduplicating UUIDs 12:43
Lecture 105 Restoring Health 6:36
Lecture 106 Reloading The Last Scene 12:52
Lecture 107 Fading Before Scene Load 8:41

Section 10 : Simple Weapons

Lecture 108 Section Overview Simple Weapons 0:59
Lecture 109 Equip A Weapon 10:40
Lecture 110 Animator Override Controller 6:11
Lecture 111 Creating Scriptable Objects 7:24
Lecture 112 Unarmed As A Weapon 7:35
Lecture 113 Basic Weapon Pickup 11:9
Lecture 114 Left Handed Weapons 11:41
Lecture 115 Make A Weapon Projectile 11:21
Lecture 116 Shoot Projectiles 12:21
Lecture 117 Damage From Projectiles 9:12
Lecture 118 Trails & Prefab Variants 11:59
Lecture 119 Destroy Old Weapon 9:33
Lecture 120 Improve Projectile Behaviour 11:16
Lecture 121 Fireball Weapon & Pickup 6:37
Lecture 122 Fireball Particle System 8:54
Lecture 123 Projectile Impact Effect 5:45
Lecture 124 Destroy The Unwanted 14:12
Lecture 125 Resetting The Default Animator 6:53
Lecture 126 Dynamic Resource Loading 9:42
Lecture 127 Saving Weapon Choice 5:48
Lecture 128 Pickup Respawning 6:59

Section 11 : Character Stats

Lecture 129 Progression Design 9:47
Lecture 130 Progression Scriptable Object 11:24
Lecture 131 Looking Up The Health Stat 13:28
Lecture 132 Debug Health Display 11:54
Lecture 133 Enemy Health Display 6:27
Lecture 134 Awarding Experience Points 10:49
Lecture 135 Editing Scriptable Object Files 9:16
Lecture 136 Finding A Stat By Enum 8:58
Lecture 137 Saving Experience Points
Lecture 138 Displaying Experience 5:22
Lecture 139 Performant Lookups With Dictionaries 11:24
Lecture 140 Levelling Up 14:22
Lecture 141 Displaying The Level 3:3
Lecture 142 Squashing Health Bugs 7:48
Lecture 143 Events And Delegates 12:25
Lecture 144 Delegates And Actions For Leveling Up 7:1
Lecture 145 Saving Race Conditions 6:42
Lecture 146 Level Up Events And Particle Effects 11:56
Lecture 147 Damage Progression 10:56
Lecture 148 Extensible Modifier System 11:59
Lecture 149 Percentage Modifiers 12:5
Lecture 150 Data Hazards And Race Conditions 7:51
Lecture 151 Hunting Down Race Conditions 9:7
Lecture 152 Awake vs Start 11:31
Lecture 153 Lazy Initialisation 12:45
Lecture 154 Progression Stats Spreadsheet 20:1

Section 12 : Final Polish

Lecture 155 Configurable Cursors 12:36
Lecture 156 Cursors And UI 10:32
Lecture 157 Generic Raycastable Components 14:45
Lecture 158 Cursor Type With IRaycastable 7:1
Lecture 159 Raycast Sorting 9:36
Lecture 160 Raycasting To A NavMesh 15:55
Lecture 161 Calculating A NavMesh Path 15:47
Lecture 162 In Game UI 9:42
Lecture 163 Text Fading Animation 5:2
Lecture 164 Spawning Damage Text 7:56
Lecture 165 Using Unity Events 11:26
Lecture 166 Updating The Damage Text Value 5:4
Lecture 167 Unity Events With Parameters 6:30
Lecture 168 Health Bar UI 12:51
Lecture 169 Updating The Health Bar Scale 7:1
Lecture 170 Disabling Empty Health Bars 5:44
Lecture 171 Fixing The Fader 11:30
Lecture 172 Coroutine Race Conditions 10:50
Lecture 173 Camera Facing LateUpdate Fix 1:52
Lecture 174 Sound Effects And UnityEvents 13:45
Lecture 175 Weapon Prefab Refactor 7:18
Lecture 176 Fighter To Weapon Communication 9:38
Lecture 177 Boom Microphone Audio Listener 8:16
Lecture 178 Health Pickup Hack 8:16
Lecture 179 Visual Polish Audit 5:43
Lecture 180 Visual Polish Part 1 7:24
Lecture 181 Visual Polish - Macro Details 11:38
Lecture 182 Visual Polish - Micro Details 12:8
Lecture 183 Combat Moment Fine Tuning 6:20
Lecture 184 Bug Attacking Distant Enemies 7:57
Lecture 185 Enemy AI Agro 7:32
Lecture 186 Enemy Mob Mechanics 10:10
Lecture 187 Bug Shooting Over Water 3:5