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Build a Tower Defence Game with Unity 6 and Blender by Penny de Byl

Build a Tower Defence Game with Unity 6 and Blender by Penny de Byl

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Author:Penny de Byl

Duration:22.5 hours

Actual Duration:22h 13m

Release date:2025, February

Publisher:Udemy

Skill level:Beginner

Language:English

Exercise files:Yes

Software:Unity 6, Blender

Course URL:https://www.udemy.com/course/tower_defence/

Code the full gameplay loop in Unity 6 and model your own modular towers in Blender to ship a playable tower defence level.

You get two skills in one go. You code a working tower defence loop in Unity 6 with C#, and you model the towers and level pieces yourself in Blender. No asset store shortcuts, you build the pathfinding, targeting, economy and art from scratch.

🎯 What you’ll learn

  • Work with pathfinding to create autonomous characters that navigate a 3D environment
  • Translate Tower Defence Game Mechanics into C# Code in Unity
  • Use Blender to create modular 3D game objects for use in level design
  • Design and develop moveable 3D models that can be programmatically moved with C# code in Unity

✅ Requirements

  • Skills: Working knowledge of C# and Unity, no prior Blender experience needed
  • Tools: 3-button mouse, Unity 6 and Blender installed
  • Hardware: 64-bit PC with 8GB+ RAM, dedicated GPU recommended for Unity and Blender rendering

📝 Description

Want to make games on your own without waiting on an artist or a programmer? This course covers both sides. You write the C# gameplay in Unity 6 and you build all the towers and level blocks in Blender. Over 22 hours, you follow along and end up with a real level that actually plays.

Part A is all Unity programming. You start with NavMesh pathfinding so creeps can walk the level by themselves. Then you build turret drag-and-drop, placement rules, button selection and an upgrade menu. After that you wire up targeting, health bars with ScriptableObjects, custom turret stats, shooting sounds and particle systems for muzzle flash and explosions. It finishes with waves, money, lives, timescale control and game over logic.

Part B is all Blender for games. You learn the viewport, transforms, origins, snapping, extruding, bevels and collections, but always with game export in mind. Then you block-model the environment and build three multipart turrets – gatling, rocket launcher and flamer – using modular assets, parenting, pivots and FBX export. The turret heads are separate sub-meshes so your Unity code can rotate them independently to track enemies.

Then you make it look good without painting textures by hand. You build procedural materials with edge masks, ambient occlusion and bump, then bake them down to base color, normal, AO and metallic-smoothness maps with smart UV unwrapping. That gives you clean, performant assets that drop straight into Unity and still hold up close.

🧑‍🎓 Who this course is for

  • Beginner game development students who want to learn tower defence mechanics from code to art
  • Programmers who want a gentle, practical introduction to creating their own 3D art assets in Blender

🧑‍🏫 About the Author

Penny de Byl is a veteran game development educator, author and Unity specialist with decades of teaching and research experience. She has written widely used books on C# and Unity, taught university-level games programming, and helped thousands of students ship their first playable projects.

For this course she teams up with Mike, a Blender artist focused on game-ready workflows. Together they bring a combined 40 years of experience across code and art, which is why the course connects modeling decisions directly to how things behave in-engine.

🏁 Final Result

  • A fully playable tower defence level built in Unity 6 with NavMesh enemies, placeable and upgradeable turrets, waves, economy, UI, sound and particle explosions, using three custom modular turrets modeled, textured and baked in Blender
Curriculum

📋 Course content

  1. Module 1:  Introduction and Pathfinding Basics
    • Introduction4:06
    • Join the H3D Social Community1:26
    • FAQs0:16
    • Tower Defence Game Mechanics5:49
    • Setting up Pathfinding in Unity2:22
    • Updating to Unity 612:05
    • A Quick Introduction to Navigation Meshes13:16
    • Creating a Navmesh Agent14:49
    • Spawning Agents12:31
    • Timing and Limits15:10
  2. Module 2:  Turret Placement and Interaction
    • Programming Turret Drop Functionality10:33
    • Programming Turret Drag Functionality11:25
    • Controlling Turret Placement8:32
    • Tweaking for Turret Models10:57
    • Adding Buttons to Select Turret Type9:19
    • Instantiating a Turret from a Button11:06
    • Developing a Turret Upgrade Menu9:25
    • Activating and Closing the Upgrade Menu11:24
    • Challenge: Add a new type of turret7:14
  3. Module 3:  Targeting, Health and Enemy Data
    • Aiming at the Enemies9:43
    • Tower Horizontal Targeting5:57
    • Tower Vertical Targeting10:00
    • Resetting Turrets to Original Positions4:36
    • Using Scriptable Objects to Hold Enemy Data10:18
    • Displaying a Healthbar11:23
    • Reducing Enemy Health12:50
    • Improving Shooting Accuracy7:38
    • Customising Turret Properties9:28
    • Programming with Turret Properties9:26
    • Defining Individual Turret Types16:05
    • Defining Individual Creep Types13:41
    • Manually Working with Colliders5:43
  4. Module 4:  Environment, Sound and Explosion Effects
    • Building the Environment11:02
    • Placing Platforms10:45
    • Finessing Shooting Sounds9:39
    • Particle System Flames13:31
    • Switching Particle Systems on and off6:05
    • Adding Shooting Effects for Two-Gun Towers14:30
    • Enemy Death Explosions Part 111:43
    • Enemy Death Explosions Part 213:38
    • Enemy Death Explosions Part 36:07
  5. Module 5:  Waves, Economy and Game Loop
    • Waves Part 110:25
    • Waves Part 27:03
    • UI Layout for Game Information10:13
    • Displaying Wave Counts6:42
    • Making Money10:22
    • Counting Lives7:46
    • Changing the Game Timescale10:35
    • Spending Money on Towers13:54
    • Upgrading and Removing Towers15:24
    • Game Over12:32
  6. Module 6:  Blender Basics for Game Artists
    • Project Overview2:14
    • Reference Material2:33
    • Our Workflow1:45
    • Multiple Approaches2:25
    • Are You Stuck?4:41
    • Share Your Work2:21
    • Course Resources1:37
    • Help, I Have Made a Complete Mess!2:27
    • Recommended Preferences13:48
    • Editors and Workspaces6:24
    • Context Matters4:36
    • The 3D Viewport8:10
    • Walk Mode3:22
    • 3D Editor Modes3:55
    • Blender Is Shortcut Heavy!1:36
    • F3 to Search1:51
    • Adding Objects3:57
    • Transforming Objects9:44
    • Origins and 3D Cursor8:54
    • Snapping7:20
    • Duplication9:58
    • Units and Entering Values6:16
    • Editing Mesh Data6:48
    • Objects VS Object Data8:43
    • Extruding16:40
    • Naming3:52
    • Selecting Loops5:49
    • Fills and Insets10:46
    • Separate and Join7:14
    • Parenting5:03
    • Collections3:29
    • Bevels5:10
    • Mirroring5:13
    • Adding More Details17:49
    • Linked Data9:18
    • Viewport Shading3:28
    • What is a Material2:59
    • Material Properties12:30
    • Shading Workspace Overview4:58
    • Adding Material Slots11:23
    • See What the Camera Sees3:27
    • Render Engines9:45
    • Adding Lights To A Scene11:06
    • Configuring Render Settings8:58
  7. Module 7:  Modular Turrets and Level Assets for Unity
    • Section Introduction2:28
    • Origins Are Important7:58
    • Applying Transforms4:17
    • Grid Snapping3:53
    • Block Model The Environment11:49
    • Local View and Hiding4:04
    • Using Collections6:04
    • Block Modelling A Turret11:20
    • Re-Linking Duplicates3:02
    • Adding Materials12:09
    • Unity Opening .blend Files4:20
    • FBX Exporting9:04
    • Mistakes Happen0:55
    • What is Modular4:29
    • Symmetrise And Mirrors8:02
    • Mirror Tools Addon5:00
    • What Parts and Parenting9:22
    • Exporting Parented Objects 115:48
    • Exporting Parented Objects 26:57
    • Making a Standard Base6:58
    • Making a Standard Core13:09
    • Joining Objects3:50
    • Snapping and Pivot Points12:12
    • Scaling Positions2:51
    • Duplicates Vs Circular Array9:51
    • A Simple Driver4:44
    • Finishing The Basic Gatling6:52
    • Lets Export and Test9:30
    • Bevelling Vertices4:55
    • Face Intersect4:30
    • The Boolean Modifier6:41
    • Finishing the Rocket Launcher19:07
    • Common Things To Miss3:39
    • Making The Flamer Thrower18:21
    • Using Curves for Pipes11:14
    • Adding Details8:38
    • Adding Detail Components14:30
    • Testing The Final Model8:45
  8. Module 8:  Procedural Materials and Texture Baking
    • Why Procedural Materials5:14
    • Shading Workspace Overview4:20
    • New Workspace Layout3:19
    • Setup Our Render Pipeline7:35
    • Nodes, Sockets and Noodles12:28
    • Playing With Masks16:16
    • Creating a Basic Edge Mask11:55
    • Creating A Group Node12:57
    • Adding Detail to the Edge Mask14:08
    • Testing Our Detailed Mask8:15
    • The Ambient Occlusion Node15:04
    • Using Textures17:55
    • The Bump Node14:12
    • Using Our Procedural Textures22:23
    • Add Materials To All Turrets11:54
    • Creating a New Image Texture5:04
    • Smart UV Unwrapping6:33
    • Multiple Object Unwrap5:00
    • Baking Settings15:24
    • Render Passes and Baking the Base Colour15:05
    • Baking the Normal Map9:03
    • Baking Ambient Occlusion8:01
    • Baking a Metallic Map8:17
    • Compositing a Metal – Smoothness Texture8:46
Watch online or Download for Free
Build a Tower Defence Game with Unity 6 and Blender by Penny de Byl
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02. Part A.02 Building A Tower Defence World
57.6 MB53m
05. Part A.05 Tower Defence Artificial Intelligences
32.3 MB30m

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