Week 1 — Unity Fundamentals · w1d1 · 2h 02m

W1D1: Intro: what this course is and how to learn gamedev

The opening session — what the four weeks cover, what Unity is good for, install requirements, and how to pick a project.

Lucian Lazar · 9 Jul 2024

The first session of the course is the map, not the territory. No Unity work happens here beyond a quick tour of Unity Hub and the installer. Lucian walks through what the four weeks contain, sets expectations about what Unity is and isn’t good for, explains the grading and certificate side of things, and ends with the list of project ideas you’ll be choosing from. If you’re deciding whether to commit 64 hours to this, this is the session that tells you what you’re signing up for.

What’s covered

Who’s teaching and why the course exists

  • Lucian has been writing Unity code since 2013, now works in software architecture, DevOps and AI.
  • The course is the first one on rockstart.ai, a free-courses platform still being built. It was originally designed to be taught in a physical classroom for 30 people, and got moved online when the in-person numbers didn’t materialise.
  • Completely free, no catch. There’s a multiple choice exam, a practice test, and a signed PDF certificate with a permanent link at the end.

What Unity is actually for

  • Lucian’s take, stated plainly: Unity is not an AAA engine. You can force it, but it wasn’t built for that. It’s a double-A and indie engine, and it’s excellent at 2D and simpler 3D.
  • Unreal is where the photorealistic stuff lives, but you can’t spin up a Tetris clone in an afternoon with it the way you can in Unity.
  • Roughly 90% of Unity’s value is its community and the asset store. You don’t rebuild what someone already sold for cheap.

The four-week structure

  • Week 1: interface, version control, assets, GameObjects and components, lights, cameras, materials, scenes, basic animation. Day 3 is described as “the meat of Unity”.
  • Week 2: UI (may overrun into three hours), physics, sound, particle systems, then the first real coding day — variables, functions, classes, loops, project structure. Also microservices, build targets, and workflow differences between small and large projects.
  • Week 3: publishing (GitHub Pages for WebGL, Steam, Google Play, App Store), building your developer profile, career paths, and joining an existing project at a company.
  • Week 4: finite state machines, Cinemachine, debugging, then three workshop days where you build your own project, plus peer grading and feedback.
  • Saturdays are optional open seminars. If one person wants one, it happens.

The learning philosophy

  • You don’t need to know everything. You need to know enough to build stuff. Lucian’s example: he’s been in Unity for over a decade and has never built a terrain, because he’s never needed one.
  • Ask “if” before “how”. The urge to follow a particle system tutorial because it looks fun is real, and it costs you a project.
  • Pick your personal project early, because knowing you’ll need something makes it stick when you’re taught it.
  • Whatever scope you imagine, cut it in half. Estimating is the hardest thing in programming regardless of seniority.

Setup and prerequisites

  • Unity 2022.3.21 via Unity Hub (installed from the archive, not the latest release — older versions are more battle-tested). Visual Studio Community 2022, not VS Code. SmartGit for version control. GitHub, Unity and Microsoft accounts, all free.
  • 50GB SSD, 8GB RAM minimum. Windows 10+ or macOS High Sierra+.
  • One practical note: you can build for every platform from a Mac. From Windows or Linux you can build for everything except macOS and iOS, because Apple wants you on Apple hardware.

Timestamps

  • 00:00:00 — Stream setup, OBS and Google Meet fumbling, waiting for attendees
  • 00:08:30 — Lucian introduces himself: Unity since 2013, Counter-Strike 1.6 server modding since 2006, now architecture and AI
  • 00:11:00 — Why rockstart.ai exists, why this course is free, and what the certificate actually is
  • 00:16:00 — Why we’re here: levelling up, career options, a new hobby. And why we are not making AAA games in Unity
  • 00:19:30 — Unity vs Unreal, and why Lucian stuck with Unity after his first internship
  • 00:21:30 — “New education”: we make games, not theory. You only need enough to build
  • 00:24:00 — Week 1 curriculum walkthrough, with a plain-English explanation of assets, GameObjects and components
  • 00:31:00 — Week 2: UI, physics, particles, the first coding day, and why visual scripting tools exist but Lucian doesn’t use them
  • 00:38:00 — Microservices explained through online time providers and cheat prevention
  • 00:43:00 — Build targets and the Apple platform limitation
  • 00:47:00 — Week 3: publishing, portfolio building, freelance vs indie vs employed, and posting your progress on socials
  • 00:55:00 — Week 4: finite state machines, Cinemachine, what a debugger actually does, workshop days and grading
  • 01:00:30 — “What makes a good game developer?” — knowing how to Google, which is now knowing how to prompt an LLM
  • 01:06:00 — Ask “if” before “how”, design patterns as helmets, and why game devs are often paid less
  • 01:11:00 — Requirements: accounts, hardware, and a short rant on why consistency beats motivation
  • 01:16:00 — Unity Hub walkthrough, installing 2022.3.21 from the archive, module selection, Visual Studio vs VS Code
  • 01:29:00 — Unity’s own certifications, and why a portfolio beats a diploma
  • 01:34:00 — What a game design document is, with a full walkthrough of the Chicken Invaders GDD example
  • 01:47:00 — The project idea list: 2D racing, platformer, pool, sniper shooter, tank battle and more
  • 01:56:00 — Separating game logic from visual representation, and why a game that runs headless is a good sign

What you take away

You leave this session with your environment plan sorted and a decision to make. The homework, effectively, is to pick a project from the list and write a one-page game design document for it using the Chicken Invaders template Lucian shares. That document becomes the thing you build over the next four weeks, and the project is 50% of the final grade.

The other takeaway is a calibrated sense of scope. Lucian is direct about the fact that three enemy types becomes one enemy type, and that’s fine, because half a finished game beats a whole unfinished one. He’s equally direct about the separation between logic and presentation — the idea that everything real happens in code, and what’s on screen is just a manifestation of it. That framing comes back repeatedly later in the course.

There’s also a small piece of career advice buried in the middle: post your progress publicly from day one, even if you hate social media. The people who watch you build are the people who buy the game.

Who should watch this

Watch this if you’re evaluating the course and want to know what’s actually in the 64 hours before committing. It’s also the session where you pick your project, so anyone enrolling needs it. If you already know Unity and just want the technical content, you can skip to Week 1 Day 2 — nothing here is hands-on beyond the Unity Hub install walkthrough.

Part of the full curriculum. Course overview.