Unity Creative Core

“Creative Core is your next step towards becoming a Unity creator. This free learning path will teach you all the core elements you need to bring your imagination to life with Unity. Once you’ve completed Unity Essentials as an introduction to the fundamentals of Unity Editor, take this pathway to learn VFX, Lighting, Animation, Audio, UI and other creative skills, no programming required.” - Unity


Alien Videogame Shop

This 3D environment is be a part of an interactive animated series called “Alien Counter Encounters.” In this experience, the player travels around the universe, encountering aliens of different cultures at various counters. In this scene, the user can interact with a four-armed alien clerk at a video game shop, where they will be able to wander the aisles, and browse through video games of a far-off galaxy.

  • Colorful cartoon-style materials with bright colors

    Machine on counter (till) has shimmery, bubbling material

    Inclusive skin tones for aliens

  • Should be colorful and fun

    Overhead and floor fluorescent-style sci-fi lighting

    Mostly baked lighting for performance optimization on web

  • The alien should be idling in store

    One of the hanging objects from the ceiling should rotate or bounce up and down to make the scene feel more dynamic

  • Shooting stars in the sky that the viewer can see out the window

    Steam coming from air conditioning vent

  • Multiple camera angle options, including (1) a wide angle shot that captures the entire store, (2) a mid-range shot that focuses on the alien, and (3) a close-up shot that features a video game.

  • More vibrant colors

    Bloom on lights

    Vignette

  • Electronic hum of machines in shop

    Music that might be played in the shop

  • Buttons to switch between camera angles

    Menu with audio controls


Beachside Town

This 3D environment will be a part of an VR- or web-based design and visualization application called “Faces and Places.” In this experience, the user can configure small environments using modular assets, including local residents of that environment. The environments can be viewed during the day or night. This particular environment is a preconfigured beachside town inspired by the city of Brighton, England, where one of Unity’s offices is located.

  • Pleasing pastel colors

    Flag blowing in the wind and waves in water

  • Bright sunny day or dark sky, depending on day vs night

    In night mode, streetlamp and windows should be lit up

    All lights should be baked

  • Pedestrians idling

    Shark swimming in the water or ball bouncing on the street to make the scene feel more dynamic

  • Fire on the beach

    Smoke coming out of a chimney

  • Multiple camera angle options, including (1) a wide angle shot that captures scene (2) a mid-range shot that features a store-front and (3) a close-up shot that focuses on a pedestrian

  • More vibrant colors

    Bloom on lights

    Vignette

  • Audio for wind and waves

    Calming music for admiring the scene

  • Text to indicate the time of day (“Day” or “Night”)

    Menu with audio controls


Architectural Rendering

This 3D environment will be a part of a web- or Augmented Reality (AR)-based tool for visualizing new architectural proposals called “ArchitecTour.” This allows architects and real estate developers to preview realistic renderings of buildings during the initial planning phases of new construction projects. It allows users to experience the interior and exterior of the building from multiple angles, and even preview different construction materials and colors. In the AR version of the app, users would also be able to visualize the building at potential construction sites. This particular brutalist modern building is one example project that would come pre-installed with the app.

  • Realistic materials and textures on all surfaces

    Custom shader for TV screen

  • Clean, evenly lit daytime scene

    All lighting should be baked for maximum quality, except sunlight which should be able to change time of day

  • Cutout paper-like people should be idling

    Modern sculpture should be animated to make scene more dynamic

  • Dust particles in the interior

    Fireflies on the grass patch outside

  • Multiple camera angle options, including (1) a wide angle shot that captures the whole interior (2) a mid-range shot that features a piece of furniture or a character (3) a close-up of a painting or sculpture

  • Moody atmosphere

    Bloom on lights

    Vignette

  • Nature noises coming from exterior

    Calming music for admiring the scene

  • Buttons to switch between camera angles

    Menu with audio controls


Shaders & Materials

This is my rainbow Still Life project using varying solid materials and colors, custom metallic and specular materials, multiple types of texture maps, and a shimmer-shader to create a beautiful plinth countertop scene in Unity 3D real-time rendering!

Shaders and Materials Badge

Lighting

In this scene, I attempted to emulate meeting Rachel, from Blade Runner, in a sci-fi environment using 3-point lighting and neon area lights. Notice the Back light reflecting off her hair, and the Key and Fill lights reflecting off her face and armor. Each light casts different shadows on Rachel and the backdrop.

Lighting Badge

Animation

(WIP)


VFX

(WIP)

Lighting Badge

Cameras

In this scene, I utilized my knowledge of Unit’s 3D space cameras, camera angles, shot types, screen space, and Fields of View (FOV) to re-create a famous scene from Forrest Gump. The scene includes fully-rigged animated characters and music. Life is like a box of chocolates!

Camera Badge

Post-processing

(WIP)

Camera Badge

In this project, I imported 3D office objects and assigned them audio clips to create an immersive environment with ambient sound. The audio sources controlled by the Mixer have dynamic sounds, 3D sounds, special effects, and text panel accessibility.

Audio


For this project, I crafted a simple interactive environment for both Screen to Space and World to Space UI elements. By seamlessly integrating these features, I aimed to enhance user experience and bring a unique dimension to the project. Players are able to access a settings menu to toggle audio, use a slider to adjust property values, and toggle various lighting elements around the scene. Additionally, the World to Space scene utilizes a smooth transition script between panels!

User Interface (UI)

UI Badge

(WIP)

Prototyping


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