Games Development / Lectures & Tutorials
20/04/2026 - ?/0?/2026 (Week 1 - Week ?)
Chang Wing / 0367807
Games Development / Bachelors of Design (Honours) in Creative Media / Taylor's University
Lectures & Tutorials
TABLE OF CONTENTS
- Week 1
- Week 2
- Week 4
- Week 5
- Week 6
- Week 7
4. Reflection
(Not updated)
INSTRUCTIONS
Figure 1.1 Module Information
LECTURES
Week 1
First Project Briefing
Mr, Ronald introduced himself a bit and showed us some game examples like
Figure 3.2 Information presentation examples
We ended thzczKannan!
Week 2
Group Discussion & Pitching
Mr, Ronald introduced himself a bit and showed us some game examples like
Week 3
Class cancelled.
Week 4
Blender Tutorial
Mr, Ronald introduced himself a bit and showed us some game examples like
1. Create a “General File”
Open Blender
Go to File → New → General
2. Add Subdivision Surface
Go to:
Modifier Properties (wrench icon) → Add Modifier → Subdivision Surface
Subdivision Surface: Makes model smoother, more “rounded” & higher detail without adding real geometry yet
3. Levels Viewport & Render
Inside Subdivision Surface:
Levels Viewport → how smooth it looks while working
Render Levels → how smooth it looks in final render
4. Create a Backup Version Before Applying Changes
Copy and paste the 3D model in the Hierarchy:
So best practice is to keep a source file (_src) as a backup copy.
5. Edit Mode basics
Press:
Tab → Edit Mode
Choose selection types:
1 → Vertex Select (points)
2 → Edge Select (lines)
3 → Face Select (surfaces)
These allows edit geometry differently.
6. Grab (G)
Press G = move object/vertices
Then move mouse
Axis locking:
G + X → move left/right
G + Y → move forward/back
G + Z → move up/down
7. (Z) = View or Axis Mode
Z key opens shading modes:
Wireframe
Solid
Material Preview
Rendered
8. Making Material Colour
Go to:
Material Properties (red sphere icon)
Steps:
1. Click New Material
2. Change Base Color
2. Adjust: Roughness (shininess) / Metallic (metal look)
This gives your model colour and surface style.
- model_v1.blend
- model_v1_src.blend
So best practice is to keep a source file (_src) as a backup copy.
5. Edit Mode basics
Press:
Tab → Edit Mode
Choose selection types:
1 → Vertex Select (points)
2 → Edge Select (lines)
3 → Face Select (surfaces)
These allows edit geometry differently.
6. Grab (G)
Press G = move object/vertices
Then move mouse
Axis locking:
G + X → move left/right
G + Y → move forward/back
G + Z → move up/down
7. (Z) = View or Axis Mode
Z key opens shading modes:
Wireframe
Solid
Material Preview
Rendered
8. Making Material Colour
Go to:
Material Properties (red sphere icon)
Steps:
1. Click New Material
2. Change Base Color
2. Adjust: Roughness (shininess) / Metallic (metal look)
This gives your model colour and surface style.
9. UV mapping + Mark Seam
UV = 3D models “unwrapped” into 2D.
Mark Seam:
Select edges in Edit Mode
Right click → Mark Seam
UV = 3D models “unwrapped” into 2D.
Mark Seam:
Select edges in Edit Mode
Right click → Mark Seam
Press U → Unwrap
10. Export UV to apps like Photoshop
After UV unwrapping:
Eport the UV layout:
UV Editor → UV → Export UV Layout
This creates a flat image guide. So we can paint textures in Photoshop / Procreate & match colours exactly to the model
11. Export .glb into PlayCanvas
When model is ready:
Go to File → Export → glTF 2.0 (.glb)
Choose:
Format: .glb (binary)
Enable:
Selected Objects (if needed)
Then import into:
PlayCanvas
12. How to Animate a 3D Model in Blender
In Object Mode > Click Armature
Parent the Model to the Armature:
- Select the 3D model / mesh first
- Hold Shift
- Click the Armature last (the last selected object becomes the active object)
- Go to the top menu: Object → Parent → With Automatic Weights
13. Test the Rig After Parenting
- Select the Armature
- Switch to: Pose Mode
- Select a bone
- Move or rotate the bone: G = Move, R = Rotate
How to Add More Bones:
- Enter: Edit Mode
- Select the tip (tail) of a bone
- Press E, move the mouse and a new connected bone will be created.
- To duplicate bones, press Shift + D, Move it somewhere else
⚠️ Important Tips
Always add/edit bones in Edit Mode
Use Pose Mode only for animation
Don’t add bones in Object Mode
14. How to Animate in Blender
ðĶī Animating Bones:
- Select the Armature
- Switch to: Pose Mode
- Select a bone
- Move or rotate it: G = Move, R = Rotate
- Press I → LocRotScale ð This creates animation for the bone.
Useful Shortcuts for animation:
I → Insert keyframe
Spacebar → Play/Pause
Left/Right Arrow → Move frame-by-frame
G → Move
R → Rotate
S → Scale
Tab → Switch modes
15. Creating Animation Actions in Blender
An Action stores an animation separately.
An Action stores an animation separately.
Example: Idle, Walk, Run, Jump.
Each animation should usually have its own Action.
How to Create an Action:
- Open: Dope Sheet
- Change the mode to: Action Editor
- Click: New
- Name the animation: Idle, Walk, Run etc.
- Animate normally with keyframes
- ðū Save the Action
- After finishing: Click the Shield Icon (Fake User) ð Without saving it, Blender may remove the animation later.
1. Go to:File → Export → FBX / glTF
2. Recommended Export Settings
Enable:
-Selected Objects
-Apply Transform
-Animation
If using FBX, enable:
-Bake Animation
-Bake Animation
17. Importing Into PlayCanvas
Drag the exported file into: Assets Panel
ð PlayCanvas will import:
-Mesh
-Armature
-Animations
18. Playing Animations in PlayCanvas
- Select your character entity.
- Then: Add Component → Anim
- Inside the Anim component, create states like 'Idle, Walk, Run' etc.
- Then assign the imported animation clips.
- Add Keyboard Input: Select your player entity → Add Component → Script
- Create a new script: playerMovement.js (can name whatever)
Now, you can use keyboard input to:
Move the character, switch animations & trigger jumping/running
Example:
W → Walk animation
Shift → Run animation
Space → Jump animation
Workflow Summary:
Blender: Model → Rig → Animate → Create Actions → Export
PlayCanvas: Import → Add Anim Component → Create States → Add Scripts → Control Character
Move the character, switch animations & trigger jumping/running
Example:
W → Walk animation
Shift → Run animation
Space → Jump animation
Workflow Summary:
Blender: Model → Rig → Animate → Create Actions → Export
PlayCanvas: Import → Add Anim Component → Create States → Add Scripts → Control Character
REFLECTION



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