Build a Tower Defence Game with Unity 6 and Blender by 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/
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

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