New course! Create flat design spaceships in Adobe Illustrator.

We’ve launched our course Create Flat Design Spaceships in Adobe Illustrator, and it’s of a brand-new style. It is a Compact Course, where you learn a specific skill efficiently.

Create Flat Design Spaceships in Adobe Illustrator is a bite-size course with a clear learning goal. You complete a project from start to finish.

Enroll now with this coupon.

In this course, digital creator John Bura from Mammoth Interactive will teach you how to use Adobe Illustrator to do flat design. We will draw 3 different spaceships for use in games, apps, and other digital media of your choice.

What is a Compact Course?

A Compact Course is designed to maximize efficiency and teach you a specific skill in an afternoon.

Rather than going through a long course for a long amount of time, this course gives you a visible accomplishment and new skill in a matter of hours.

Why take a Compact Course?

If you prefer a teaching style that is akin to a bootcamp but with less cramming and more focus on a clear learning goal, try this Compact Course.

When you have a free afternoon, spend it efficiently by learning a new skill that you can put on your resume, with a finished project you can add to your portfolio. Before you know it, your showcase will grow with all the projects that will have built up over time.

We’re not trying to teach you the entirety of Illustrator but rather a specific project that you will have completed by the end.

Taking daily steps to grow your toolkit will ensure that you remain a lifelong learner. As they say, there’s no such thing as a small step. Every action you take will impact the rest of your career.

Who is the target audience?

  • Beginners who want to learn Adobe Illustrator CC.
  • Beginner graphic designers who want to learn flat design.
  • Artists who want to learn digital drawing.
  • Beginners who want a compact course on navigating Illustrator’s interface.
  • Developers who want to make spaceship art for their games or apps.

We at Mammoth Interactive value input from students like you. Please feel free to leave your feedback or questions in our FORUM. We are always happy to help.

Video: 1.5 hours. Level: Beginner. You get full lifetime access to this course for a single one-off fee.

The source file of the art assets we make is included in this course. Enroll today to join the Mammoth community.

ENROLL NOW WITH THIS COUPON.

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New course available! Mastering Core Image: XCode’s Image Recognition and Processing Framework

We at Mammoth Interactive have just released our latest course: Mastering Core Image: XCode’s Image Recognition and Processing Framework. Learn image manipulation and recognition techniques for iOS apps. Use this coupon to get it for 19 dollars!

Why CIImages?

In this course, you learn how to add unique features to the images in your apps. A CIImage is a representation of an image that can be altered with Core Image filters. These filters allow users to change and interact with images in cool and useful ways. CIImages provide a lot of power that other image types do not.

Why Xcode?

Xcode is Apple’s FREE software for app development. Xcode is user-friendly and has the tools you need to make apps for the iPhone, iPad, Mac, Apple Watch, and Apple TV. In this course, you learn to navigate Xcode’s interface. You learn how to add User Interface (UI) elements, including text fields, sliders, and buttons, to make an app. You learn to code in Swift 3.0, Apple’s programming language, to make the app function.

Course Curriculum

Part 1: Apply common filters like Sepia and Blur to the images in your app. Test distortion and transition effects! See what happens when you combine multiple filters.

Part 2: Use Facial Recognition software that is available in Swift to detect facial features such as eyes and smiles in photographs. Detect text found in images.

Part 3: Develop an interface that will allow you to load, modify, and save CIImages. Learn the different ways to load images from multiple sources into an iOS app. Knowing how to save images in a photo album opens a whole slew of possibilities!

Part 4: Superimpose images onto other images. Let a user place an image from a Camera Roll to the location where you tap on an app.

Part 5: Let a user zoom and pan on your app’s images. This functionality is especially useful for users to interact with images like maps.

Learn how to use Facial Recognition to recognize facial features!

Is this course for me?

By taking this course, you will gain the tools you need continue improving yourself in the field of app development. You will be able to apply what you learned to further experiment in Xcode and make your own apps able to perform more.

What programs do I need?

To follow along with these tutorials, you will need Xcode, Apple’s free software for making apps for iOS, macOS, tvOS, and watchOS. Note that Xcode is only available on Apple computers. This course was recorded on a Mac.

Get ahead today!

Learn Unreal with our new book series 📖

It’s that time of year… we at Mammoth Interactive have published new books! Available in both Paperback and eBook format, check out “Introduction to Unreal” and its sequel “Build 6 Games in Unreal.”

The Unreal Engine is a powerful program for building games. Learn how to navigate the Unreal editor by building a Coin Collector game!

First we set up the Coin Collector game’s design in Unreal. You learn how to position a camera in a game so that the user sees the game from your desired viewpoint. We make Blueprints to save objects. We give shape and color to the characters and objects in the game.

A sneak preview of the Paperback edition.

A sneak preview of the Paperback edition.

Then we use C++ scripts to give the game custom functionality. You learn how to process collisions and keep track of the number of times two objects collide. We make a coin disappear when the player touches it. We add a text box to the game to display the score. As well, we enable the player to restart the game with a hotkey.

By the end of this book, you know how to create a game from scratch that responds to user input through keyboard controls.

 

Learn how to navigate the Unreal editor while building 6 basic games. This book is an extension of “Introduction to Unreal.”

A sneak preview of the eBook edition.

A sneak preview of the eBook edition.

We make the following games:

  • Coin Collector Game
  • Shooter Game
  • Platform Switcher Game
  • First Person Shooter Game
  • Turret Game
  • Runner Switcher Game

Both of these books make creating your own game easy and efficient. You learn both the coding and artistic sides to game development. As such, you gain a unique perspective that is familiar with the different skills needed to make a game. Grab your copy today. 📖

 

Being a coder isn’t just about coding.

We’re excited to announce our new Kickstarter: Complete Guide to Self-Promotion for Techies and Startups. We need your help to make a course that teaches coders soft skills. ‘Soft skills’ include teamwork, communication and management skills.

If you want to start your own coding business, there’s much more to it than the technical aspects of the job.

We want to teach coders how to stand out in the tech industry and successfully start their own business. Even if you don’t want to make your own company, this course will teach you skills that will make you invaluable wherever you work.

We’ve identified 6 key topics that can strengthen the core of your coding business:

  • The psychology of entrepreneurship
  • Fusing soft skills and software development
  • The code of human interaction
  • The art of persuasion
  • Expanding creativity
  • Mastering team dynamics

We don’t believe in hypotheticals.

Our course will provide you with practical examples of issues you’ll face in the coding industry. We based our curriculum on proven psychological methods and on our experiences in the coding industry.

If you take this course, you will become part of a community of students supported by us. You’ll go from talented coder to business champion. Visit our Kickstarter’s page to get involved.

 

Implementing a Button | Unity Tutorial

In virtual reality (VR) games, one of the few interactions a player can make is press a button by looking at it. In this tutorial, we will implement the button we made in our previous Unity tutorial.

If you are a beginner and want to learn how to build virtual reality games, check out our Unity3D course!

There are two ways to interact with the button. Both ways involve looking (the looking logic). We need to understand how to identify the button. To do this, we will perform raycasting.

To draw an image, Main Camera throws rays in multiple directions to find pixels to draw. We will use the ray that shoots forward in the direction the camera is facing. If the ray flying from the camera touches an object, we will identify the object.

Rename Main Camera “Player” because the player will look through the lens of the camera. We can treat the camera as the eyes of the player. Create a C# script in Assets. Name the script “Player”. Drag and drop the Player script to “Player” in the Hierarchy.

Double-click on the Player script to open it. Type the following code in the Update method in Player.cs. This code declares the local variable hit of type RaycastHit.

public class Player : MonoBehaviour {
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
Raycast hit;
}
}

hit is a local variable because we declared it in one function. You can only call a local variable within its function. If you know you are only going to use a variable in one function, declare it as a local variable.

If you declare a variable in a class outside of a function, you can use the variable throughout the functions in the class. These variables are global.

If you hover over “RaycastHit”, you can read that if your raycast hits an object, the object will be stored in hit, along with other details.

Create the following if block, which calls the Raycast method from the Physics class.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast()) {

}
}

We need to pass three parameters to perform the raycast:

1. We need to pass the origin of the raycast. We want the ray to come from the exact position of the camera. transform.position is the position of Player.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position)) {

}
}

2. We need to pass the direction of the ray. transform.forward refers to the direction of the blue arrow. transform.forward always points forward even when the camera rotates.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position, transform.forward)) {

}
}

3. We need to pass where we will save the hit information if there is a hit. We will store the information in the hit variable.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position, transform.forward, out hit)) {

}
}

The if block’s condition will return true when the raycast hits something. In this case, we will use the hit variable. The condition will return false when the raycast does not hit anything. hit will not store a value, so we will not use it.

If the condition returns true, use the following code to print the name of the object the raycast hit.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position, transform.forward)) {
Debug.Log (hit.transform.name);
}
}

Save the script, and open Unity. Press Play. Press Alt/Option, and move the cursor until the crosshair is on top of Button. The console will print the message “Button” constantly because every time the Update method is called, it sees that we are looking at the button, and it prints the message.

Save your project. Want to learn more about buttons? Check out our Unity3D course, where you build 30 virtual reality games!