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Artemis First Person Course Chapter 1: Movement, Parkour, Platforming and Animations

$40+
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Learn to create a modular and production-ready first-person controller in Unity 6. This is a great starting point for your next first-person game, whether you're interested in parkour mechanics, platforming, or any advanced movement mechanics found in first-person action games, this course is covering a lot of topics that you'll encounter in a real game dev project.

N.B: Price may increase as more content is added, get it now for free lifetime updates.

Content of this Product:

This product contains the videos of the first chapter of the Artemis First Person Controller and Weapon System course.

This purchase doesn't include the source code or other chapters of the course. For more information about the full course, please read further below.

  • Learn to create a basic yet flexible first-person controller with movements and animations found in most first-person games out there.
  • Implement powerful platforming mechanics like jumping with coyote time, double jumping, sprinting, and learn to make them all work together for a fun platforming experience.
  • We're going to create a dynamic camera that conveys the feeling of motion with a tasteful and subtle head bobbing mechanic and procedural animations such as a punch down animation when landing.
  • Learn to make some parkour movements like vaulting and ledge climbing, which allows your player to reach secret areas and navigate your level in innovative ways.
  • Bring all your first-person mechanics together with a powerful activity system at the heart of your controller. Each mechanic is represented by an activity that can be added or removed seamlessly, this modular design allows a high level of customization on your controller without losing your sanity in the process. Define rules that govern what activity can run and which need to stop. For example, pressing the jump button while crouching will make your character stand up, crouching while sprinting will make your character slide on the floor.
  • Leverage existing character models and their animations to add a full body to your first-person controller, no need to hire an artist to make special characters and animations for your game. We'll see how to use virtually any character you have with Mixamo animations, or any animation package, and display them in the first person perspective.

Want a Free Sample? Watch the First Video For Free On Youtube



This Course is For You If:

  • You are past the beginner stage and want to see how to design a robust and flexible character controller. If you're looking for a beginner course, you're going to struggle a little bit with this one, I have a course dedicated to complete beginners where the pace is much slower and where I literally start by explaining what programming is (Unity 6 and C# Programming Crash Course: CLICK HERE).
  • You are an intermediate or advanced level developer interested in seeing how the best practices of the industry, such as design patterns, can be used and integrated in a seamless way to achieve amazing gameplay results.
  • You've been a Unity user for some years and you were always frustrated by the difficulty of putting together coherent gameplay systems, organized in such a way to both produce fun gameplay and allow you to easily maintain, remove or improve upon them without rewriting your project from scratch every time. This course is going to change the way you approach any Unity project from now on.

What People Are Saying About This Course:

“The best Unity movement tutorials I’ve seen. The explanations are clear, the code is clean and modular, and the focus is on creating something that feels like a finished game, not just a throwaway prototype. What really drives it home is the procedural animation, makes the whole project come together beautifully.” -Milán

"This is an insane quality content, best FPC I ever seen, thanks a lot !!" Dev_Farfelu on Youtube

"Best unity learning content on youtube btw" automatron01 on the Activity System video on Youtube

"I've been following from the start, building up my game movement. I love this new format where you describe what you are doing before going into the code, it really helps visualise what is being set up before we look at the code. With the help of your Module activities, I was able to set up my own wall running and just slot it in without it affecting the other activities. This is a super helpful course, thank you for putting the time and effort into making it" neon-nova on the Ledge Climbing video on Youtube

"Nice! I did a system to this a while back, but I used the calculation points as control points for a spline, so I would lerp the player along the spline I had created along those points, and I would modify the lerp with an easy curve as well, so it made things feels bouncy/responsive, and also avoided the collider of the object I was climbing. I think approaches like yours work really well when you want a more open environment, I agree that having to tag so many things in an environment can get tedious. I think that method works better when the game is more of a linear puzzle climber where you want specific solutions. Nice tutorial!" SafeMilkGames on Youtube

How is This Course Organized:

  • Chapter 1 is about creating a first-person controller and implementing some movement mechanics found in most first-person games, we'll organize our code thanks to a simple yet powerful activity system, and add movements and animations such as crouching, jumping and double jumping, animating the camera when landing and head-bobbing, sprinting, ledge climbing, first-person full body character, switching between first and third person views.
  • Chapter 2 is going to be all about weapon systems, health systems, shooting mechanics, and things such as managing your inventory, equipping and dropping tools and weapons, and mixing pre-made and procedural animations for visual appeal.
  • Chapter 3 is going to be all about adding NPC characters and implementing combat AI with the help of Behavior Designer Pro.

What if I'm a Member On Youtube, KoFi or Patreon:

Your membership grants you access to different tiers of this course:

  • Tier 1 members (aka Supporters) get access to chapter 1 videos.
  • Tier 2 members (aka Fans) get access to all benefits of previous tiers plus access to Chapter 2 videos and the source files.
  • Tier 3 members (aka Super Fans) get access to all benefits of previous tiers plus access to Chapter 3 videos.

Only Interested In The Source Files?

Click here to get access to the source files of this course:


Important links:

Your Support is Everything:

Most of this content started free on Youtube, but due to my high quality standards and the amount of work I put into preparing and making each video, and the niche nature of the topics I cover, I could no longer sustain this work with ad-revenue alone, and the number of views and channel growth gained by the playlist wasn't enough to justify the time spent on this work.

By purchasing this product you're directly supporting my work and contributing to giving me the opportunity to make more videos, and in return you're getting access to industry standard practices in game development, a ton of value for every dollar spent, and direct support from me about any questions you may have.

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Watch link provided after purchase
Well Organized Course
Course videos organized in sub-sections with proper titles, descriptions and introductory text to each section.
Live Problem Solving
No timelapses or stuff behind the scenes, everything you see is real, if I screw up I will include the part where I fix it.
Industry Standards
Learn to use design patterns, good coding practices, and discover ways to keep your sanity while working on a growing Unity project.
Offline Access
Easily download the videos to watch offline at your leisure.
Become a Monster
After taking this course, you will become a force of nature, a true game dev BEAST!

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