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  • Detecting Taps on Runes

    Detecting Taps on Runes

    Detecting Taps on Runes
    • 5:27
    • Pros
    The first step of building out the user interaction for our game is to know if the user has tapped a rune sprite or not. We'll lay that groundwork in this episode and get ready to start detecting swipes.
    • 5:27
    • Pros
  • Draw the Rune Sprites

    Draw the Rune Sprites

    Draw the Rune Sprites
    • 6:02
    • Free
    Everything we need to draw the game pieces is now in place. It's time to finally get some Runes on the board! Here we'll hop back into GameScene to do some drawing.
    • 6:02
    • Free
  • Create the Level Model

    Create the Level Model

    Create the Level Model
    • 5:47
    • Free
    With the Rune game piece model defined, we can use that to build a level constructed of Runes. This class will basically keep track of the game pieces as well as some other information related to the level.
    • 5:47
    • Free
  • Define the Game Piece Model

    Define the Game Piece Model

    Define the Game Piece Model
    • 13:16
    • Free
    The data model for our game can be thought of like building blocks. The rune is the smallest building block - a collection of which is a level, and so on. Let's get started building our Rune model.
    • 13:16
    • Free
  • Lay Out the Game UI

    Lay Out the Game UI

    Lay Out the Game UI
    • 8:54
    • Free
    Most games have a static UI of some kind, and ours will be a combination of SpriteKit and UIKit elements. In this episode we'll lay out the majority of the remaining static SpriteKit pieces.
    • 8:54
    • Free
  • Create a SpriteKit Game Project

    Create a SpriteKit Game Project

    Create a SpriteKit Game Project
    • 11:21
    • Free
    We'll jump into Xcode right away in this series, starting with the basics of setting up a SpriteKit game project. Once that's done, get started building the background and environment for the game!
    • 11:21
    • Free
  • Add Missing Patch Options

    Add Missing Patch Options

    Add Missing Patch Options
    • 1:29
    • Pros
    When you build a custom component, you need to make sure to expose any property that you want to be editable. There are a few lingering properties to add to our walkthrough card component.
    • 1:29
    • Pros
  • Build a Card UI with Components

    Build a Card UI with Components

    Build a Card UI with Components
    • 9:30
    • Pros
    The walkthrough screen is going to be built as a carousel of cards. We'll tackle building the card component in this episode.
    • 9:30
    • Pros
  • Design a Reusable List Item in Framer

    Design a Reusable List Item in Framer

    Design a Reusable List Item in Framer
    • 9:55
    • Pros
    The skeleton of this prototype is just about done, so this episode will be focused on filling out the details on all the screens - including the important Drink list item.
    • 9:55
    • Pros
  • Design an Interactive Settings Screen

    Design an Interactive Settings Screen

    Design an Interactive Settings Screen
    • 9:38
    • Pros
    Every app needs a settings screen. There's not a whole lot to this app, so this can be tackled in one episode - moving a little faster with Design mode now, as you get some more practice!
    • 9:38
    • Pros