Hiring an artist to conceptualize and create game-ready assets can get expensive quickly. If you are the artist and aren’t paying someone out of pocket, you could still invest a lot of personal time into asset creation.

Imagine having a beautiful game with breathtaking graphics that either crashes, or has terrible game play. Does it make sense to invest heavily into an idea before knowing how it will work, let alone if it will work? Typically, no will be the answer.

Prototyping your game without assets is a great way to make sure everything is working correctly without the distraction…

In my last article, I made a few 2D assets for my game. I can now import them into Unity and replace my 3D primitive assets.

While there are a few ways to import assets into Unity, this is how I like to go about it. I first make a sprites folder, with sub-folders for enemies, player, and weapons, in my project window. I then drop the PNG assets into their respective folders in my Unity project folder, on my hard drive.

When I go back into Unity, those files will now show in the project window, almost ready to…

When it comes to video games, art is arguably almost as important as functionality. Up until this point, I have been using 3D primitives to work out basic gameplay, but now it’s time to get the drawing board out!

When it comes to art, be it 2D or 3D, traditional or digital, there are some basic rules to follow for an effective workflow. I love detail as much as the next person…but jumping into details too soon can jeopardize the integrity of the piece. It’s recommended to start with simple large masses focusing on size, position, and proportion. …

When spawning multiple enemies in Unity through a spawn manager game object, it doesn’t take very long before the hierarchy window becomes overrun with an ever-increasing list of enemy game objects. It’s easy to imagine how adding multiple enemy types as well as other assorted game objects would quickly make for a very messy hierarchy. It becomes difficult to scroll through all of the game objects in your scene view looking for one object in particular when there is no organization. …

When you need to wait a certain amount of time before performing an action, the coroutine in Unity will come to the rescue.

Ok, let’s talk about one of the most important and also more difficult concepts to grasp when it comes to coding games: script communication. In Unity, that can be done by using GetComponent. Transforms, colliders, rigidbodies and scripts are all components of game objects, and some of the most used as well.

Physics in a game engine works much like physics in real life. Objects interact with each other, have motion, mass, and succumb to things like gravity, within the wonderful world of physics!

To use the physics engine in Unity you need two components: Colliders and at least one Rigidbody.

There are 2D and 3D versions of both Colliders and Rigidbodies for your in game collision needs!

In my last article, the player got the ability to shoot bullets through instantiating prefabs. Every time the user presses the space key, a bullet will fire, no matter how fast they are pressing. In this article I will go over how to put a governor on the fire ability.

The firing mechanism can have a timer delay that basically says, “you can only fire every X seconds.” In order to use that timer, I need to use real time, which can be done in Unity with Time.time.

Jared Amlin

I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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