iPhone Gaming Course (2D & 3D)
-
In two days of class you will complete a 3D iPhone game from the ground up!
- Dates
- February 20–21, 8:30am–5:30pm
- Pricing
-
The 2-day course is priced at $845.
Former Izatt Student price is $645.
College/High School Student price is $495.
- Location
-
Noah Bldg, Lindon, UT; 30 minutes from Salt Lake City
(Get Directions) - Prerequisites
-
* Programming experience: particularly helpful is experience with scripting and gaming
* Must bring own MacBook/Macintosh computer with Intel chip
* Unity iPhone Publisher trial version or full version already installed.
* iPhone developer's SDK installed.
* Gimp and Blender installed.
- What’s Included
- Class price includes all class materials, continental breakfast & lunch daily, plus snacks and refreshments.
- Instructors
- Taught by Ontario Britton, the developer behind the new 3D iPhone sensation, Paper Pilot, from CleverCoding.
While the rest of the economy is slowly slipping, great iPhone apps continue to sell big. Best selling apps make around $10,000 a day or more. Learn how to create your own 3D games, 2D shooters or gimmick apps that have consistently been among the best sellers. Even better, come learn the tools that will let you create these apps in half the time and stand out from the rest of the App Store.
At the Unity iPhone class, we will show you how to use Unity 3D's game engine to make just about any 2D or 3D game you can imagine. We will also teach you how to use free tools like Gimp and Blender with Unity. Starting with the free and fully-functional 30-day trial, you can finish programming your first Unity iPhone app before you spend a single cent on tools. Then you can decide if making iPhone apps is the career move for you.
Register Early! Space is Limited!
Course Completed See Our Other Courses
What We’ll Cover…
- How to use the physics engine and controls
- GUI system
- Rendering tools
- Animations
- The path of least resistance to integrating your game logic with a powerful game engine.
- How to use Gimp and Blender to prepare assets for use in the engine.
- Programming best-practices for developing a game as part of a team or solo.