Master a new skill.

What could you learn with our 242 episodes?
  • Swift

    48 Episodes
  • After Effects

    44 Episodes
  • Sketch

    35 Episodes
  • Framer

    34 Episodes
  • Game Design

    23 Episodes
  • Origami

    16 Episodes
  • Flinto

    14 Episodes
  • Kite Compositor

    13 Episodes
  • Experience Design

    5 Episodes
  • Principle

    5 Episodes
  • Cinema 4D

    5 Episodes

Watch every episode in the vault.

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  • Load and Use JSON Data with Symbols

    Load and Use JSON Data with Symbols

    Load and Use JSON Data with Symbols
    • 4:01
    • Pros
    Symbols become even more powerful when you use them to generate dynamic content based on data. We'll start using the drink list item symbol in this episode with an external JSON data file.
    • 4:01
    • Pros
  • Replacing Sample UI Elements

    Replacing Sample UI Elements

    Replacing Sample UI Elements
    • 7:16
    • Pros
    When designing your UI, it's useful to create and see states that are fueled by data. So how do you then turn around and power that UI with data in your prototype?
    • 7:16
    • Pros
  • Framer v108 - Shapes and Frames

    Framer v108 - Shapes and Frames

    Framer v108 - Shapes and Frames
    • 15:34
    • Free
    Framer version 108 is an awesome design-focused update, with the addition of a pen tool, shapes, and better grouping! Learn about the new features while making a cool lock/unlock button.
    • 15:34
    • Free
  • Using Templates and States on Symbols

    Using Templates and States on Symbols

    Using Templates and States on Symbols
    • 6:45
    • Pros
    One reason symbols are so powerful is because you can set up the instances to be customizable using text templates and states. The drink list item has multiple states and placeholder texts - time to make it a symbol!
    • 6:45
    • Pros
  • Displaying Score Feedback

    Displaying Score Feedback

    Displaying Score Feedback
    • 8:18
    • Pros
    For every score, the player should feel or see some kind of feedback. We'll start creating that feedback for our game by generating a score floater every time a rune is smashed.
    • 8:18
    • Pros
  • Design-Based Symbols in Framer

    Design-Based Symbols in Framer

    Design-Based Symbols in Framer
    • 10:29
    • Free
    Creating components in design mode is great - but how do you reuse these elements in a dynamic way? In this episode we'll explore one method of creating reusable objects from design mode groups.
    • 10:29
    • Free
  • Keeping Score

    Keeping Score

    Keeping Score
    • 8:41
    • Pros
    It's high time we start adding some game rules to this thing. In this episode we'll start keeping track of the score on every swipe, using a closure to help the game scene and view controller communicate.
    • 8:41
    • Pros
  • Build Out the UI Text

    Build Out the UI Text

    Build Out the UI Text
    • 12:24
    • Pros
    To communicate game status to the user, we'll use some UIKit elements like labels and images on top of our game scene. It's pretty common to mix and match UIKit and SpriteKit elements, so you should get familiar with this.
    • 12:24
    • Pros
  • Add Physics to Shatter Runes

    Add Physics to Shatter Runes

    Add Physics to Shatter Runes
    • 14:00
    • Pros
    Adding physics to sprites is really easy using SKPhysicsBody. In this episode we'll get to work shattering runes on successful swipes, by implementing a cool physics-based effect.
    • 14:00
    • Pros
  • Determine Swipe Direction

    Determine Swipe Direction

    Determine Swipe Direction
    • 6:18
    • Pros
    Once we're sure that a tap has taken place on a rune sprite, we can start watching for a valid swipe. Knowing when that happens and which direction the swipe is going is our goal in this episode.
    • 6:18
    • Pros
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