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Apple/Android App & Unity 3d Developer Package

Apple/Android App & Unity 3d Developer Package
Become a professional iOS app developer by mastering the fundamentals of Xcode programming, join the mobile app revolution by learning the fundamentals of Android mobile programming and master multi-platform games development techniques using the powerful Unity 3D development platform. Apple App Developer: This course is for Beginners has been designed in such a way that no prior experience is required – making it perfect for everyone. Instructor led videos and extensive self-study manuals help students get to grips with Xcode and the Apple development environment. The online delivery method ensures that course contents are available anyplace anytime, to fit in around the student’s schedule. And by using our accompanying social networking platform, participants can share knowledge and experience to augment their own knowledge. Upon completion students will have a good working understanding of Xcode, and the practical skills required to turn a customer’s design requirements into a working app for their iPad or iPhone. Android app developer: This course is specifically designed for IT professionals and computer enthusiasts who have little or no programming experience. Over the course of modules students will learn everything they need to get started with Android app development. This entry-level course ensures that programmers of any experience (including none at all) will be able to build apps from scratch and deploy then on the Android Market. This Course teaches the skills required to help anyone become an Android app developer. By building real apps that fulfil real needs, students will learn practical competencies that can be applied and extended to create even more advanced apps. At the end of this course participants will have enough knowledge and experience to move onto advanced development techniques, or to begin deploying and selling apps immediately. Unity 3D: By following the course content students will learn how to script from scratch, allowing them to build exciting and revolutionary games for deployment across a wide range of platforms. Starting with the most basic principles, the Game Design Course with Unity 3D package takes programmers and non-programmers from absolute beginner to experienced game developer in no time. Students will learn practical coding and scripting skills to back up their learning as they begin to build games within hours of beginning the course. This course will help move participants from absolute beginner to games programming maestro within a matter of hours. Once students have completed the Game Design Course with Unity 3D package they will have all the skills and knowledge required to build outstanding 3D games for multiple platforms using the Unity 3D toolkit.

Key Learning Points

  • Understanding the Xcode interface and how to build an app for the first time using user input objects to capture information from the app user.
  • Using multiple view controllers in an app to pass data between controllers ready for display on the user’s screen.
  • Displaying data using table views and formatting the output to make it easy to understand by app users.
  • Building an RPN calculator to demonstrate mathematical functions and solve complex user in-putted sums.
  • Creating applications that take advantage of the larger iPad screen to display more data and design elements.
  • Accessing the Twitter framework from within apps, allowing users to tweet or share direct.
  • Implementing Google APIs to deliver valuable services and information to users from within an app, such as search results.
  • Preparing development environments by installing Google Chrome, Java and the actual App Inventor software.
  • Familiarisation with the App Inventor interface, introducing each of the functions.
  • Building different apps from scratch to demonstrate how system resources are interfaced and used within custom apps.
  • Compiling the app into an APK ready for installation on an Android device or deployment to an Android marketplace.
  • The process of creating an Android Publisher account and uploading the app to the Google Play store.
  • The basics of writing and compiling Unity scripts.
  • Modelling, rigging and animating assets for import into the development game and eventual use in the finished game.
  • The fundamentals of Unity 3D scripting principles including functions, variables, conditionals and inputs – all required to control onscreen behaviours.
  • Using light mapping techniques to improve 3D appearance and realism during game play.
  • Implementing the Shuriken Particle System to create fire, smoke and muzzle flash effects within games.
  • Understanding and adjusting game dynamics, such as movement animation to improve the gaming experience and to make character actions more realistic.
  • The Unity 3D engine and how to use mipmaps, rendering paths and topology to build realistic gaming scenarios.
  • How to build mobile-ready games for smartphones and tablets using Unity 3D to maximise performance and experience using the various techniques and tools available.
  • How to build 2D animations for cartoon-style games.
  • Pulling all of the advanced techniques together to create an action-packed 3D game ready for deployment to PCs, games consoles and mobile devices.

Advantages of this course

  • The acquisition of valuable Xcode development skills, allowing them to build custom apps for specific purposes.
  • Have a firm basis on which to build should they choose to take their studies further.
  • A practical introduction to code-free app development using the App Inventor system.
  • A basic understanding of mobile development tools and techniques that can be used to create a new revenue stream or to secure a new role in mobile development.
  • Cross platform games development skills using Unity 3D, allowing them to build apps for Apple, Android, PCs and games consoles, allowing them to work with virtually any manufacturer or software developer.
  • A good understanding of how to develop games apps for the incredibly lucrative mobile gaming marketplace.
  • Valuable scripting skills that allow students to build compelling and exciting games for a wide range of devices.

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Units of Study

  • Introduction to the Course
  • Building the User Interface
  • IOS Features
  • Working With Data
  • Publishing Your App
  • Conclusion
  • Course Introduction
  • Course Breakdown
  • Introduction To App Inventor 2
  • App Inventor Setup Introduction
  • Creating A Gmail Account
  • App Inventor Companion App – Option 1
  • Setting Up Onscreen Emulator – Option 2
  • Setting Up Usb Device Part 1 – Option 3
  • Setting Up Usb Device Part 2 – Option 3
  • Section Recap
  • Component Editor Intro
  • Pallette Section
  • Components View And Components Section
  • Properties Section
  • Blocks Editor Build Options And Media Section
  • Components Editor In Action
  • Section Recap
  • Blocks Editor Introduction
  • Blocks Drawer
  • Blocks Viewer And Media Section
  • Blocks Editor In Action
  • Section Recap
  • First App Introduction
  • First Application Overview
  • Setting Up Our First Application
  • Creating Our First Application
  • Changing The Door Appearance When Locked
  • Section Recap
  • Second App Introduction
  • Second App Overview
  • Component Spotlight – HorizontalArrangement
  • Component Spotlight – VerticalArrangement
  • Arranging Our Buttons
  • Component Spotlight – Checkbox_Edited
  • Naming Our Chapters
  • Component Spotlight – Sound_Edited
  • Setting Up Chapter Audio
  • Adding Space To Our Layout
  • Updating Our Component Names
  • Block Time – Making Our Buttons Play Audio
  • Testing Final App
  • Section Recap
  • App Backup, Restore And Share Intro
  • Understanding App Inventor File Types
  • Downloading And Backing App Inventor Apps
  • Uploading, Sharing And Restoring App Inventor Apps
  • Section Recap
  • Third App Introduction
  • Third App Overview
  • Component Spotlight – Canvas
  • Layout Canvas And Labels
  • Component Spotlight – Ball
  • Implement Hotspots And Upload Media
  • Block Time – Activating Tapped Bones
  • Block Time – Simplifying Activated Bone Blocks with Procedures
  • Block Time – Resetting Hotspot Colors With Procedures
  • Component Spotlight – Player
  • Adding Vibration To Hotspots
  • Section Recap
  • Fourth App Introduction
  • Fourth App Overview
  • Basic Home Screen Layout
  • Navbar Layout
  • Component Spotlight – Activity Starter
  • Implementing Website Activity
  • Implementing Map Activity
  • Component Spotlight – PhoneCall
  • Implementing Call Screen Part 1 – Intro To Multiple Screens
  • Implementing Call Screen Part 2 – Intro
  • Component Spotlight – Textbox
  • Implementing Email Screen Layout
  • Block Time – Sending Emails With The Help Of Variables
  • Section Recap
  • Fifth App Introduction
  • Fifth App Overview
  • Implementing Top Task Bar Layout
  • Component Spotlight – Listview
  • Component Spotlight – File
  • Finalizing Main Screen Layout With Listview File And Empty List Image
  • Implementing Taskform Screen And Structure
  • Component Spotlight – Listpicker
  • Finalizing Taskform Screen With Listpicker And Form Input
  • Block Time – Passing Data Between Screens
  • Block Time – Adding Tasks To File – Understanding Parsing Pt1
  • Block Time – Displaying Tasks From File Using Listview Understanding Parsing Pt2
  • Deleting Our List And Toggling Filter Bar
  • Block Time – Toggling Main Image And Canceling Tasks
  • Block Time – Showing New Tasks First With List Reversal
  • Block Time – Making Tasks Pretty UsingText Manipulation
  • Section Recap
  • Sixth App Introduction
  • Sixth App Overview
  • Implementing Basic Layout Structure
  • Component Spotlight – Texting
  • Component Spotlight – Tinydb
  • Component Spotlight – Spinner
  • Component Spotlight – Timepicker
  • Component Spotlight – TextToSpeech Edited
  • Implementing Lower Select Reply Message Structure
  • Block Time – Showing And Hiding Add New Message Arrangement
  • Block Time – Adding Messages To Spinner
  • Block Time – Showing Messages In Spinner
  • Block Time – Formatting Return Time For Message
  • Block Time – Toggling Application State On And Off
  • Block Time – Sending Auto Reply Messages And Text To Speech
  • Section Recap
  • Seventh App Introduction
  • Seventh App Overview
  • Component Spotlight – Camera
  • Component Spotlight – ImagePicker
  • Implementing Main Screen Layout
  • Implementing Basic Layout For Drawing S
  • Block Time – Linking To Drawing Screen
  • Component Spotlight – Slider
  • Implementing Color Picker Drawer Layout
  • Block Time – Screen Initialization And Basic Canvas Drawing
  • Block Time – Picking Paint Colors
  • Component Spotlight – Sharing
  • Implementing Options Drawer Layout
  • Block Time – Adding And Subtracting Brush Sizes
  • Block Time – Sharing Completed Images And Coloring Lower Gesture Bar
  • Block Time – Toggling Drawer State With
  • Section Recap
  • Eighth App Introduction
  • Eighth App Overview
  • Component Spotlight – Camcorder
  • Component Spotlight – Locationsensor
  • Implementing Main Screen Layout
  • Block Time – Custom Component Colors And Basic Buttons Setup
  • Block Time – Storing Memory Data
  • Implementing Memory List Screen Layout
  • Block Time – Displaying Our List Of Memories
  • Block Time – Selecting And Clearing Memories
  • Component Spotlight – WebViewer
  • Implementing View Memory Screen Layout
  • Block Time – Viewing And Formatting Memories Footage
  • Block Time- Viewing Location Data
  • Section Recap
  • Ninth App Introduction
  • Ninth App Overview
  • Component Spotlight – Clock
  • Implementing Basic Timer Layout
  • Implementing Time, Buttons, And Slider
  • Block Time – Centering Our Clock
  • Block Time – Setting And Initializing Our Clock
  • Block Time – Programming Our Timer
  • Block Time – Starting And Pausing Timer
  • Component Spotlight – Notifier
  • Block Time – Sounding And Resetting Timer
  • Block Time – Understanding Clock Rotation
  • Block Time – Understanding Clock Rotation
  • Block Time – Rotating Our Clock Hand
  • Component Spotlight – Tinywebdb
  • Favorites Bar Layout
  • Block Time – Creating A New Favorite Part 1
  • Block Time – Creating A New Favorite Part 2
  • Block Time – Using A Favorite Part 1
  • Block Time – Using A Favorite Part 2
  • Section Recap
  • Tenth App Introduction
  • Tenth App Overview
  • Component Spotlight – Accelerometer
  • Implementing Game Menu Layout
  • Block Time – Dynamic Button Sizes With Accelerometer Part 1
  • Block Time – Dynamic Button Sizes With Accelerometer Part 2
  • Block Time – Configuring Game Modes
  • Implementing Basic Settings Screen
  • Implementing Ball Color Group Part 1
  • Implementing Ball Color Group Part 2
  • Implementing Paddle Length Group
  • Implementing Paddle Movement Group And Play Arrangement
  • Block Time – Creating A Toggle Group
  • Block Time – Finalizing Toggle Groups
  • Block Time – Sliding Color Drawer Open And Closed
  • Block Time – Fixing Color Drawer Open And Close Issues
  • Block Time – Storing Game Settings
  • Block Time – Tying Up Loose Ends
  • Implementing Game Screen Layout
  • Block Time – Initializing Game Settings Part 1 Initializing Game Variables
  • Block Time – Initializing Game Settings Part 2 Initializing Color Modes
  • Block Time – Initializing Game Settings Part 3 Initializes Paddles
  • Block Time – Configuring Paddle Movement Part 1
  • Block Time – Configuring Paddle Movement Part 2
  • Block Time – Configuring Collisions Part 1 Colliding With Paddle
  • Block Time – Configuring Collisions Part 2 Colliding With Walls
  • Block Time – Configuring Collisions Part 3 Game Modes
  • Block Time – Adding Bad Hit Flash
  • Block Time – Adding Canvas Painting
  • Block Time – Setting Up Game Over
  • Application To Market Intro
  • Introduction To Android Market (Google Play Store)
  • Introduction To Google Play Developer Account
  • Opening A Google Play Developer Account
  • Google Play Developer Account Breakdown
  • Application Graphic Assets
  • Uploading And Publishing App To Google Play Store
  • Updating Your Android Application
  • Section Recap
  • Course Recap
  • Additional Resources
  • Closing Message
  • What Unity 3D Is, and Why You Should Use It
  • Unity’s Structure
  • Understanding the User Interface
  • Manipulating Objects
  • Our First Script
  • Finishing Our Script
  • Compiling Games
  • Introduction to the Game
  • Modeling, Rigging and Animating Your Assets
  • Importing Assets
  • Mecanim Animation System
  • Shuriken Particle System
  • Sound
  • Assembling Our Level
  • Bringing Your Game to Life with Code
  • Compiling Your Game
  • Introduction to Scripting
  • Creating a New Script
  • Functions: Level 1
  • Variables: Level 1
  • Functions: Level 2
  • Variables: Level 2
  • Monobehavior Members
  • Booleans and Conditionals
  • Inputs
  • Coding Resources
  • Introduction
  • Historical Background
  • Normals Part 1
  • Normals Part 2
  • Realtime Lighting
  • Light Mapping Part 1
  • Light Mapping Part 2
  • Light Mapping the Airlock Part 1
  • Light Mapping the Airlock Part 2
  • Illuminating Mars
  • Post Processing
  • Introduction
  • Sprites, Voxels and Textures
  • Creating an Emitter
  • Working with Modules
  • Creating Jet Fire
  • Creating Smoke Plumes
  • Muzzle Flashes
  • Bringing It All Together
  • Introduction
  • Hard Rocks, Soft Feathers
  • Cloth
  • Swapping Rigid to Soft Bodies
  • Movement Controllers
  • Three Approaches to Movement
  • Adding Animation with Mecanim
  • Creating a Ragdoll
  • Integrating Animation with Dynamics
  • Bringing It All Together
  • Introduction to the course
  • Mipmaps
  • Rendering Paths
  • Topology
  • Mobile Game Development with Unity 3D
  • Course Synopsis
  • Importing Models and Textures
  • Mecanim Animation System
  • Level Design
  • Real Time Lighting
  • Lightmapping
  • Comparison of GUI Systems
  • Introduction to NGUI
  • Using Multiple Cameras
  • Enums
  • Introduction to Events and Delegates
  • Events and Delegates in Action
  • Avatar Customization
  • Avatar Customization Part 2
  • Coroutines
  • Dragging
  • Turning
  • Jumping
  • Scripting Mecanim Animation
  • Creating Particle Effects
  • Compiling Your Game

Upcoming (September/October)

  • Module A: Introduction to the Course
    • Introduction to the Course
  • Module B: 2D Animation Basics
    • Setting Up for Animation
  • Module C: Animation of a Moving Ball
    • Creating a Bouncing Ball
  • Module D: The Walk Cycle of a Character
    • Walking Animation Part 1
    • Walking Animation Part 2
    • Sprite Sheets
    • Rough Run Cycle
    • Completing Your Character
  • Module E: Keying, Posing and Timing
    • Character Design
    • Motion Flow with Sound
    • Rough Figure
    • Final Figure
  • Module A: Introduction to 3D Animation
    • Introduction to the Course
  • Module B: Animation Basics
    • Animation Controls
    • Time Controls
    • Time Display
    • Frame Rate
    • Time Configuration – Playback
    • Time Configuration – Animation
    • Time Configuration – Key Steps
    • Time Slider
  • Module C: Motion Basics
    • Motion Panels
    • Trajectories
  • Module D: Hierarchies
    • Hierarchy Panel
    • Adjust and Pivot
    • Inverse Kinimatics
    • Object Parameters
    • Rotational Joints
    • Link Info
    • Links
    • Links + Animation
  • Module E: Animate a Robot Arm
    • Robot Arm Example
    • Animated Robot Arm
    • Robot Arm Limits
    • Robot Arm Damper
    • Robot Arm IK
  • Module F: Bone Systems
    • Introduction
    • Bone Tools – Part 1
    • Bone Tools – Part 2
  • Module G: Inverse Kinimatics Solvers
    • Introduction
    • HI Solver
    • HI Solver Parameters
    • HI Solver Properties
    • HI Display Options
    • PRS Key Info
    • HD Solver
    • HD Solver Parameters
    • HD Sliding Joint
    • IK Limb Solver
    • IK Spline Solver
    • IK Spline Solver – Part 2
    • Bone Creation
    • Sliding Rotational Joints
  • Module H: Introduction to Rigs
    • Leg Rig Left
    • Leg Rig Right
    • Arm Rig
    • Body Rig
    • Body Rig – Color
  • Module I: Animation Constraints Controllers
    • Introduction
    • Attachment
    • Surface
    • Path
    • Position
    • Link
    • Lookat
    • Lookat Piston
    • Orientation
  • Module J: Object Controllers
    • Introduction
    • Wiring Gears
  • Module K: Track View Tool
    • Introduction
    • Interface
    • Mode Controller
    • Key Curve Time Option
    • Display View
    • Curve Toolbar
    • Dope Toolbar
    • Animate A Tank Track


Curriculum is empty

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Course fee

14-days Money back
  • Lectures
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  • Quizzes
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  • Duration 10 hour
  • Skill level All levels
  • Max Students 1000
  • Language English




Online Course


1 Year







1 gigahertz (GHz)


1 GB


Windows 7 Windows 8 Windows 10 Mac OS iOS


Internet Explorer 8 or above Google Chrome Safari 6 or above Mozilla Firefox


Windows, Mac, Android
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