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Design Patterns for Game Programming – Unity 6 Compatible by Penny de Byl

Design Patterns for Game Programming – Unity 6 Compatible by Penny de Byl

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Author:Penny de Byl

Duration:9 hours 12 minutes

Actual Duration:8h 59m

Release date:2025, February

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unity, C#

Course URL:https://www.udemy.com/course/design-patterns-for-game-programming/

Learn to build robust, reusable code for your games by mastering the top 12 programming design patterns in Unity with C#.

Want to write code that doesn’t fall apart the moment you add a new feature? This course is your practical guide to the 12 most important game programming design patterns in Unity and C#. You’ll move past spaghetti code and learn how to build modular, reusable systems that make your game logic cleaner and easier to manage.

🎯 What you’ll learn

  • How to create robust, reusable modularised code for games.
  • How to implement repeatable solutions to common game programming problems.
  • How to apply patterns like Command, Observer, Singleton, and State.
  • How to use Unity’s Entity Component System (ECS) for performance.

✅ Requirements

  • Skills: Be able to program in C#. Have used the Unity Game Engine at a basic level.
  • Tools: A 3-button mouse, a drawing tablet is optional.
  • Hardware: A computer capable of running Unity 6.

📝 Description

This isn’t a dry theory lecture. Penny de Byl takes you straight into hands-on workshops where you’ll build real game mechanics. You’ll work through patterns like Command, Observer, and State by creating an asteroid shooter, a radar system, and a dynamic prefab system. The goal is simple: stop writing brittle code and start building systems that are easy to extend and debug.

The course covers the Flyweight pattern using Scriptable Objects to save memory, and dives into Unity’s ECS for high-performance data-oriented design. You’ll also tackle Object Pooling to handle spawning hundreds of projectiles without tanking your frame rate. Every pattern is taught in the context of a real game problem, so you’ll know exactly when and why to use it.

All starter files, models, and scenes are provided. You’ll walk away with a solid toolkit of reusable code snippets and a clear understanding of how to structure your game’s architecture.

🧑‍🎓 Who this course is for

  • Game programmers who want to better their understanding of programming constructs to improve their code.
  • Beginners learning game coding who want to get off on the right foot.

🧑‍🏫 About the Author

Penny de Byl is a full professor with over 25 years of experience teaching game development, programming, and computer graphics at universities in Australia and Europe. She holds a Ph.D. in artificial intelligence for game characters and an honors degree in computer graphics. Penny has consulted for Unity and SAE, and her bestselling textbook Holistic Game Development with Unity is used in over 100 institutions worldwide. Her graduates work at companies like Apple, Ubisoft, and LinkedIn.

🏁 Final Result

  • A portfolio-ready understanding of 12 core game programming design patterns.
  • A collection of reusable code examples and systems you can drop into your own Unity projects.
Curriculum

📋 Course content

  1. Module 1:  Introduction
    • Introduction3:50
    • Join the H3D Student Community1:26
    • Contacting H3D0:01
    • Frequently Asked Questions0:14
    • Updating to Unity 612:05
  2. Module 2:  Commands
    • Commands Part 118:06
    • Commands Part 213:24
    • Commands Part 319:41
    • Commands Part 411:01
  3. Module 3:  Flyweight
    • Investigating Memory19:07
    • Scriptable Objects Part 119:58
    • Scriptable Objects Part 214:36
  4. Module 4:  Unity’s ECS
    • Unity’s ECS Part 116:46
    • Unity’s ECS Part 219:52
    • Unity’s ECS Part 319:59
    • A little ECS Optimisation Extra8:33
  5. Module 5:  Observers
    • Observers Part 112:38
    • Observers Part 216:20
    • Observers Part 317:56
    • Observers Part 418:53
    • Observers Part 511:11
  6. Module 6:  Prototype
    • The Prototype Pattern19:11
    • Cloning a Game Object15:25
    • Dynamic Prefab Creation19:46
  7. Module 7:  Singleton
    • The Singleton19:38
    • Using a Singleton17:21
  8. Module 8:  State
    • The State Pattern14:22
    • Creating and Using a State Class15:37
    • Patrolling the Perimeter19:52
    • Chasing the Player Part 116:07
    • Chasing the Player Part 216:23
    • State Challenge10:52
  9. Module 9:  Object Pooling
    • Setting Up the Project19:09
    • Adding in an Object Pool19:39
    • Extending the Object Pool19:16
    • Blowing Up the Ship10:44
  10. Module 10:  Conclusion
    • More Patterns10:50
    • Final Words1:07
    • Where to now??11:16
Watch online or Download for Free
Design Patterns for Game Programming – Unity 6 Compatible by Penny de Byl
NAME
SIZEDURATION
1. Introduction
12.4 MB5m
2. The Command Pattern
42.1 MB1h 2m
4. The Observer Pattern
63.1 MB1h 16m
5. The Prototype Pattern
40.1 MB54m
6. The Singleton Pattern
24.4 MB36m
9. And
43 MB23m

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421.1 MB8h 59m


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