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 3
        - Week 4
        - Week 5
        - Week 6
        - Week 7

(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 3.1 First Class


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 


Figure 3.1 Blender 3D Modelling Tutorial




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:
  • model_v1.blend
  • model_v1_src.blend
Because once you click Apply, the modifier changes become permanent and can’t be adjusted easily afterward.

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

Press U → Unwrap


Figure 3.1 UV mapping. Image from flippednormals.


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:
  1. Select the 3D model / mesh first
  2. Hold Shift
  3. Click the Armature last (the last selected object becomes the active object)
  4. Go to the top menu: Object → Parent → With Automatic Weights
These steps connects the mesh to the bones and allows the mesh to deform during animation.


13. Test the Rig After Parenting
  1. Select the Armature
  2. Switch to: Pose Mode
  3. Select a bone
  4. Move or rotate the bone: G = Move, R = Rotate

How to Add More Bones:
  1. Enter: Edit Mode
  2. Select the tip (tail) of a bone
  3. Press E, move the mouse and a new connected bone will be created.
  4. 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


ðŸĶī Animating Bones:
  1. Select the Armature
  2. Switch to: Pose Mode
  3. Select a bone
  4. Move or rotate it: G = Move, R = Rotate
  5. Press ILocRotScale 👉 This creates animation for the bone.
So from Keyframe A → Keyframe B → Blender fills the in-between motion (Interpolation)
 
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


Figure 3.1 Bone animation. Image from


15. Creating Animation Actions in Blender

An Action stores an animation separately.
Example: Idle, Walk, Run, Jump. 
Each animation should usually have its own Action.
 
How to Create an Action:
  1. Open: Dope Sheet
  2. Change the mode to: Action Editor
  3. Click: New
  4. Name the animation: Idle, Walk, Run etc.
  5. Animate normally with keyframes
  6. ðŸ’ū Save the Action
  7. After finishing: Click the Shield Icon (Fake User) 👉 Without saving it, Blender may remove the animation later.
16. Exporting to PlayCanvas:

    1. Go to:File → Export → FBX / glTF

    2. Recommended Export Settings
 
        Enable:
        -Selected Objects
        -Apply Transform
        -Animation

        If using FBX, enable:
        -Bake Animation

 
17. Importing Into PlayCanvas

Drag the exported file into: Assets Panel

👉  PlayCanvas will import:
-Mesh
-Armature
-Animations

 
18. Playing Animations in PlayCanvas
  1. Select your character entity.
  2. Then: Add Component → Anim
  3. Inside the Anim component, create states like 'Idle, Walk, Run' etc.
  4. Then assign the imported animation clips.
  5. Add Keyboard Input: Select your player entity → Add Component → Script
  6. 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






REFLECTION

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