Creative Core Pathway_Syllabus
Creative Core Pathway_Syllabus
pathway
Syllabus
What is the Creative Core pathway?
This free learning path will teach you all the core elements you will
need to bring your imagination to life with Unity. Once you’ve
completed Unity Essentials as an introduction to the fundamentals
of the Unity Editor, take this pathway to learn VFX, Lighting,
Animation, Audio, UI, and other creative skills, no programming
required.
Skills 3
Duration 5
Instructor/facilitator guidance 7
Course outline 13
Mission: Lighting 19
Mission: Animation 23
Mission: VFX 26
Mission: Cameras 29
Mission: Cameras 32
Mission: Audio 33
Mission: UI 36
Mission: Prototyping 39
Challenges 43
Exercises 44
Quizzes 45
Skills
The following skills are covered in this pathway:
Beginner Render ● Choose an appropriate render pipeline for a project, given certain
Pipelines requirements
● Explain the basic concepts of real-time graphics rendering
● Given a scenario, determine the appropriate rendering methods
that should be used.
Absolute Beginner
● Conduct research using online technical documentation
Research
Beginner Materials ● Decide the best approach for creating materials for the URP/Lit
shader on 3D GameObjects, given project requirements
● Create materials for the URP/Lit Shader on a 3D GameObject
● Simulate common substances with physically-based materials
● Synthesize your new shaders and materials skills in response to
project requirements
Beginner Shader
● Create a simple shader and material using Shader Graph
Scripting
Beginner Shaders ● Decide among common shaders to use for a given project
Beginner 3D Animation
● Create simple keyframed 3D animation sequences
(Native Unity)
Beginner Particles and ● Decide whether to use Unity's Particle Systems or VFX Graph in
Visual Effects order to produce an effect in your scene
● Produce environmental and burst effects by configuring Unity's
Particle System object
● Interpret a simple VFX Graph asset
● Synthesize your new VFX skills in response to project
requirements
Beginner Unity Cameras ● Decide which camera setup to use, given a project’s requirements
● Configure a single Unity camera in a 2D or 3D scene
● Synthesize your new camera skills in response to project
requirements
Duration
Independently If completing independently, the course can take 9-10 weeks
In a classroom If completing with students in a classroom, the course can take 12-15 weeks
The Creative Core pathway incorporates different types of content that give you a thorough
introduction to each domain, as well as opportunities to bring those domains together in larger
projects.
In the core missions, you will learn the core skills in each creative domain, as well as critical, less
technical creator skills.
In the guided project, you will apply your new skills to a project that we provide while following a
design document.
In the independent project, you will apply your skills at the end of the pathway to a project that you
design.
Lower secondary (middle school and junior ● Structured, facilitated sessions throughout,
high) which break down the self-paced technical
instructions into sessions with extension
opportunities to ensure the group keeps
pace
● Scaffolding and extension options mapped
to those sessions will help provide
differentiated learning experiences
Adult learners with previous real-time ● Unity Essentials may be useful for
engine experience reference, but it is not designed for learners
(higher, further, and casual education) in this group
Adapting Creative Core pathway content
for different teaching approaches and
contexts
Instructor/facilitator guidance
As an instructor/facilitator for a learning experience based around the Creative Core pathway, your
most valuable contributions are likely to be:
→ Modeling techniques and basic creation in Unity (this is especially the case for less technically
literate cohorts).
→ Facilitating discussion and exploration of creator skills and workplace industries.
→ Questioning to consolidate and deepen understanding.
→ Troubleshooting learner technical issues.
The following table offers some guidance on adapting this learning experience for your teaching
approaches and circumstances.
Flipped classroom / Pre-class work can be assigned by tutorial or mission within the
instruction Unity Creative Core pathway. Research tasks for creator skills and
real-time industry group discussions, presentations, or peer
review feedback sessions are also ideal for the flipped classroom.
Independent learning The Unity Creative Core pathway is designed in such a way that
learners can choose to study independently, with optional
checkpoints from the educator. The content is complete and is
presented in a mix of video and text, with all the required
resources linked in each module.
Self-paced learning time estimates
To assist you in planning the learning time, we have provided this table to illustrate the estimated time
needed for each section and unit.
Minimum Maximum
Minimum Maximum
Mission: Lighting
Minimum Maximum
Mission: Animation
Tutorial Time (suggested)
Minimum Maximum
Mission: VFX
Minimum Maximum
Mission: Cameras
Minimum Maximum
Get started with cameras 25 minutes 35 minutes
Mission: Post-processing
Minimum Maximum
Mission: Audio
Minimum Maximum
Mission: UI
Minimum Maximum
Mission: Prototyping
Minimum Maximum
Course outline
This mission is your first step on the Creative Core pathway. Start here to
learn about the topics covered, the activities required, and the skills you
will gain along the way.
Meet the creators who will help guide you along your
Creative Core learning journey.
2 Meet the Creators
In this tutorial you’ll:
● Describe a variety of different creator journeys in
real-time 3D.
● Identify job roles to consider in preparation for
refining your personal goals.
● Identify a method for evaluating your ongoing learning
journey that will help you synthesize the experience.
Mission checkpoint
Shaders and materials let you define how your 3D objects look: their colors, reflectivity, and physical
texture. With shaders and materials, you can bring realism into your projects or express your own
artistic style.
In this mission, you will explore concepts of light and reflection, including common terms that many 3D
artists use every day. You’ll apply these concepts to create your own materials and shaders that
simulate real-world objects — and even some other-worldly objects. You’ll complete this mission by
creating a still life composition in which you can demonstrate a variety of shaders and materials.
By the time you complete this learning experience, you will be able to:
● Explain how surfaces in Unity are defined and rendered.
● Select a type of shader for your own project.
● Create materials for a common shader, using a wide variety of properties.
● Create your own simple shader using Shader Graph.
Manage materials in a project You will do much of your more artistic work using materials to
color, texture, and stylize your 3D objects. In this tutorial,
you’ll learn how materials work and how to use, troubleshoot,
4 and organize them in your projects.
Once you are familiar with the basic properties of the URP/Lit
Refine surfaces with more shader, you will know how to use many shaders, materials,
texture maps and textures that you’ll encounter as a 3D creator. This
tutorial will complete your education on this shader.
9
By the end of this tutorial, you'll be able to:
● Explain the use of Detail Inputs for the URP/Lit shader.
● Explain High Dynamic Range color.
Now that you know the basics of shading, you have the
knowledge to go even further: to create your own shader.
With Shader Graph, you can easily apply your knowledge to
Get started with Shader create new and exciting effects.
Graph
By the end of this tutorial, you'll be able to:
● Explain Shader Graph and its uses.
10
● Create a new shader in Shader Graph.
● Navigate in the Shader Graph editor window.
● Connect commonly used Shader Graph nodes to
create desired effects.
● Make a shader with configurable material properties.
● Make a material from a custom Shader Graph shader.
Now it’s time to apply what you have learned about shaders
12
and materials to your guided project!
Mission checkpoint
13
In this mission, you will light an indoor and outdoor space in the Unity
Editor and learn about the fundamental principles of lighting for Unity
experiences along the way. You’ll finish by applying what you’ve learned
to complete your own lighting study.
By the time you complete this learning experience, you’ll be able to:
● Implement appropriate lighting in a scene in a manner that will simulate the real-world behavior
of light.
● Decide the appropriate lighting system in order to achieve common outcomes in a Universal
Render Pipeline (URP) project.
● Configure light sources and shadows in order to functionally light a scene.
● Configure ambient (diffuse environmental) lighting in order to convey mood or enhance realism.
● Generate a lightmap in order to implement baked lighting in a scene.
● Configure Light Probes in order to increase the realism of baked lighting.
● Configure Reflection Probes in order to achieve accurate reflections.
● Troubleshoot common lighting errors in order to appropriately light a scene.
Now that you’ve explored the role of a lighting artist and the
Get started with lighting in basic behavior of light, you’re ready to think more specifically
Unity
about lighting in Unity.
When you create a new scene in the Unity Editor, your Scene
view loads to a bright blue sky. The Directional Light is one of
the two GameObjects created for you. These two things are
Configure the Directional the absolute basics of lighting in Unity, present by default to
Light and skybox help creators get started.
Configure shadows in your Now that you’ve configured both real-time light sources and
scene
ambient light in your scene, you’re ready to configure the
shadows.
Now it’s time to apply what you have learned about lighting
13
to your guided project!
14 Mission checkpoint
Mission 04: Animation
The world around you is in constant motion. The same is true for digital
worlds. A static environment tends to appear unfinished or cold and
unfeeling; animation is all about creating the illusion of life.
In this mission, you will learn how to create animations in the Unity
Editor and how to configure animations imported from an external
program. You’ll apply these concepts to add animation to objects and
characters in your scenes, and even control when the animation gets
played.
Refine your animation In this tutorial, you’ll learn about the Curve editor and explore
some basic animation principles.
Mission checkpoint
In this mission, you will learn to create your own visual effects, including
fire, weather effects, and a puff of smoke.
By the time you complete this learning experience, you will be able to:
● Decide whether to use Unity's Particle Systems or VFX Graph in order to produce an effect in
your scene.
● Produce environmental and burst effects by configuring Unity's Particle System object.
● Interpret a simple VFX Graph asset.
Create an environmental
Particle Systems are surprisingly versatile. With just a few
Particle System
changes to a Particle System’s modules, you can produce a
wide variety of effects. In this tutorial, you will create a brand
new Particle System and configure its modules to create
snow or rain in the scene.
Now it’s time to apply what you have learned about VFX to
your guided project!
Mission checkpoint
Mission 06: Cameras
Cameras are your eyes into an interactive experience. They can be fully
dynamic, fixed, or tied to a character. In this mission, you’ll explore the
different camera types common to interactive experiences. You’ll also
learn some basic camera shot terminology and practice recreating
iconic scenes from popular media.
Get started with cameras In this project, you’ll learn how to work with cameras both
from a technical and design perspective.
Select your camera projection In this tutorial, you’ll learn about projection settings: the
type parameters that control how the camera renders what
appears inside its frame.
3 Control what your camera In this tutorial, you’ll learn how to fine tune what appears
sees within the camera view with clipping planes, culling masks,
and environment properties.
Explore camera views In this tutorial, you’ll explore some of the most popular
camera views and learn about when they’re best used.
Explore camera shot types In this tutorial, you’ll learn about some of the most popular
camera shot types and how they can be used to contribute
to the overall mood of a scene.
Challenge: Recreate the In this final challenge, you’ll be tasked with recreating one of
scene your favorite scenes from media in Unity.
6 By the end of this tutorial, you'll be able to demonstrate your
new skills in cameras.
Apply cameras to your guided
project
Now it’s time to apply what you have learned about cameras
7
to your guided project!
Mission checkpoint
7
Mission 07: Post-processing
Post-processing is just like applying filters to a photo you take with your
phone. This can make your scene look more beautiful and interesting.
In this mission, you will use post-processing to achieve a particular look
and feel in a scene.
By the time you complete this learning experience, you will be able to:
● Evaluate whether post-processing is an appropriate tool for a
given goal.
● Implement a particular visual style in a project by configuring a
post-processing profile.
Apply cameras to your guided Post-processing is just like applying filters to your photos. It
project can make your scene look more beautiful, interesting, or
stylized. In this tutorial, you’ll learn when and why you might
use post-processing, then open Unity and enable
post-processing in your scene.
Create your own A post-processing profile can radically alter the visuals in
post-processing profile your scene. In this tutorial, you will create your own
post-processing profile to achieve a particular visual style in
the project.
Challenge: Create a local A local volume allows you to define a completely different
volume visual style within a single scene. In this tutorial, you’ll create
a new post-processing profile and apply it to a particular
area of the scene.
Apply post-processing to
your guided project
Mission checkpoint
5
Mission 08: Audio
Get started with audio In this project, you’ll bring a scene to life using audio effects.
You’ll explore the different ways audio is perceived and
implement ambient and event-based sound. You’ll also learn
a bit about accessibility considerations for audio and how
you can build a more inclusive experience by implementing
closed captioning.
Create 3D sound effects In this tutorial, you’ll add sound to the waterfall and
customize it to suit the scene’s needs.
Add special effects to In this tutorial, you’ll create an echo effect using an audio
existing audio reverb zone.
Accessibility considerations In this tutorial, you’ll add closed captioning to your scene to
for audio add an extra level of accessibility to your project.
6
By the end of this tutorial, you'll be able to demonstrate your
new skills in audio.
Now it’s time to apply what you have learned about audio to
7
your guided project!
Mission checkpoint
Mission 09: UI
By the time you complete this learning experience, you will be able to:
● Decide on a user interface approach for a project.
● Create and configure visual UI components in a manner that will respond appropriately to
different screen sizes and resolutions.
● Create and configure interactive UI components, such as buttons, toggles, and sliders, to
implement simple UI functionality.
Get started with user A user interface (UI) is what allows a user to interact with a
interfaces program, and a UI designer is responsible for making those
interactions as clear and enjoyable as possible. In this
tutorial, you’ll learn a bit more about what UI design is and
the tools available in Unity to help you create UIs. Then, you’ll
open your project and begin customizing your scene.
Add a title to your scene Text is arguably the most critical element of any UI. So, when
you add text elements, you should also make sure it’s easy
for everyone to read. In this tutorial, you’ll add title text to
your project, then make sure it meets basic accessibility
requirements.
Manage screen size and You can spend a ton of time making your UI look perfect on
anchors your screen, but what happens if someone opens your
application on a screen with a different size or a different
3
shape? In this tutorial, you’ll learn how to consider the
screen’s aspect ratio and use Canvas Anchors to make sure
your UI elements stay where you want them to.
By the end of this tutorial, you'll be able to:
● Preview different aspect ratios for your project.
● Understand the role of the Canvas GameObject in
designing a UI.
● Position 2D elements on screen by using the Rect
Transform component and Rect tool.
● Control how UI elements scale, rotate, and reposition
relative to other objects on screen by editing the
anchor and pivot points.
● Anchor a UI element to different parts of a Canvas by
using presets and by positioning it manually.
● Control how the entire UI responds to changes in
screen resolution by understanding different Canvas
Scaler modes.
Create a menu background Images are critical in the design of UIs, from simple
with images backgrounds and icons to more complex heads up displays
and dashboards. In this tutorial, you will add custom images
for your settings menu background and button, making sure
they still look good if they’re stretched in different directions.
4
By the end of this tutorial, you'll be able to:
● Add Image elements.
● Apply and configure UI sprites.
● Apply and configure materials to an Image
component.
Add basic button A button is the simplest and most common interactive UI
functionality element. Without buttons, you couldn’t get very far. In this
tutorial, you will make your buttons functional using Unity’s
Event System.
Now it’s time to apply what you have learned about user
8
interfaces to your guided project!
9 Mission checkpoint
Mission 10: Prototyping
By the time you complete this learning experience, you’ll be able to:
● Determine the appropriate prototyping approach for a specific project.
● Decide the critical project features required in order to create a functional prototype.
● Create a functional prototype in Unity.
● Integrate external assets and tools into your prototype.
● Refine a prototype environment using ProBuilder and Terrain.
● Test a basic experience prototype.
Get started with prototyping Before you get caught up in developing your dream project,
it’s important to start a little smaller and create a prototype.
Prototyping gives you the opportunity to work out what
should really be at the heart of the real-time experience you
1 want to make and to test out different approaches to achieve
that.
Choose a prototype idea You’ve explored the background of prototyping, now it’s time
to get specific. You might have a specific idea for a prototype
already in mind, a range of concepts to choose between, or
be uncertain where to start. Wherever you’re starting from,
we’ll guide you through the process.
2
By the end of this tutorial, you'll be able to:
● Identify a prototype concept.
● Identify target users for a prototype.
● Write an elevator pitch for a prototype.
Plan and scope your Now that you’ve identified an idea and your target audience,
prototype you can start planning your prototype in a lot more detail.
Create your graybox Planning complete, you can now get started working in Unity!
prototype You’ll start by working on a graybox of your prototype, where
primitive 3D shapes (which are often gray) are used to block
out the scene so you can implement the basic functionality.
4
By the end of this tutorial, you'll be able to:
● Graybox a basic functional prototype.
● Import a third-party character controller.
Build on your basic prototype Now that you’ve got a basic graybox prototype, it’s time to
develop it so it’s closer to the final experience that you want
5 to deliver.
Enhance your prototype with ProBuilder is a package that you can use to build, edit, and
ProBuilder texture custom geometry (3D shapes) in Unity. You can use it
to create all sorts of objects in your environment that go
beyond combinations of primitives.
Enhance your prototype with Terrain is the landscape of an interactive experience. Unity
Terrain 2020.3 LTS includes a series of Terrain features that you can
use to create a custom landscape that’s right for your
prototype.
8
By the end of this tutorial, you'll be able to:
● Explain the importance of different types of testing in
prototype development.
● Complete acceptance tests against prototype
requirements.
● Identify unexpected behavior in a prototype.
● Conduct user testing for a prototype.
Plan your next steps As you finalize and prepare to submit your independent or
guided project, take some time to reflect on your
accomplishments and explore possibilities as a real-time 3D
creator.
11
By the time you complete this tutorial, you’ll be able to:
● Identify the key challenges and opportunities of
entry-level freelancing roles in real-time 3D industries.
● Research entry-level freelance roles that align with
your personal experience and goals.
● Make a plan to build a portfolio to help launch a
freelance career.
Mission checkpoint
12
Overview
This pathway provides three avenues of assessment: quizzes, a guided project using provided assets,
and an optional independent project.. Beyond this, learners are also encouraged to create their own
projects in parallel with the guided projects.
● 40%: Guided Project| 10 x 4% each
● 40%: Independent project | 10 x 4% each
● 20%: Quizzes | 10 x 1% each
* Note that these weight values are only suggestions
Guided project
- All tasks from the - Most tasks from the - Some tasks from the - Barely any tasks from
module are completed module are completed module are completed the module are
- All functionality - All functionality - Some functionality completed
present and operating present and operating missing and overall - Most functionality
exactly as expected mostly as expected not operating as absent
- Project demonstrates - Project takes users expected - Project does not
a clear design into account - Project shows some demonstrate an
sensibility and takes - Project achieves evidence of taking awareness of the user
users into account learning objective users into account - Project does not
- Project achieves - Project partially demonstrate goal or
learning objective achieves learning learning objective at
objective all
Independent project
Students are encouraged to create their own project that runs in parallel
Description with the guided projects. In each module they will apply the skills and
knowledge from that module to their own project.
- All tasks from the - Most tasks from the - Some tasks from the - Barely any tasks from
module are module are module are the module are
implemented in the implemented in the implemented in the implemented in the
independent project independent project independent project independent project
- All functionality - All functionality - Some functionality - Most functionality
present and operating present and operating missing and overall absent
exactly as expected mostly as expected not operating as - Project does not
- Project demonstrates - Project takes users expected demonstrate an
a clear design into account - Project shows some awareness of the user
sensibility and takes - Project achieves evidence of taking - Project does not
users into account learning objective users into account demonstrate goal or
- Project achieves learning objective at
learning objective all
- Project partially
achieves learning
objective
Quizzes
- Look forward to the next - Take on challenges after - Do not want to take on
challenge having success in related challenges alone
- See mistakes as temporary challenges - See mistakes and failures as
setbacks; something to be - Motivated by feedback when proof the task is too difficult
overcome it isn’t too critical and if you and not worth pursuing
- Reflect on what you learned are comfortable with the - Avoid feedback or see it as a
and apply that learning person providing feedback reason to give up
- Invite feedback and criticism - Open to strategies that help - Do not demonstrate any
and apply it to improve your to meet a challenge but tend effective strategies for
project to work on things you are accomplishing project tasks
- Use different strategies and already “good at” or goals
ask others about their - Persevere with prompting and - Show little or no persistence
strategies support through challenges
- Show stamina while working - Ask questions about things in - Do not ask questions or seek
on your project until it is Unity that you feel more guidance and support
complete confident with but less likely - Do not take risks
- Ask specific questions, to do so if it is outside your
including questions about comfort zone
your own thinking, and - Take risks if the task is
challenge others’ ideas already fairly familiar to you
- Show confidence in taking
risks and happily share
mistakes you make and what
you learn