Game Development with Unity

Ever wanted to learn how to use a professional game engine?

Unity is a powerful, easy to learn game engine that is very flexible and well supported.

Unity supports almost every platform and has a huge number of games made with it.  There is a free personal version of Unity for students outside the classroom, and a full Pro version for schools (licensed). Learning Unity is a great first step into learning how to use big game engines.

The course uses some pre-made assets so that we can quickly cover the basics and move on to the core of how to use Unity. In addition, once you have completed the course you will have online access to many parts of the content used during the workshop for you to continue learning. Bring a USB so that you can take your creation home with you!

In this workshop, participants will:

  • become familiar with the editor
  • create game objects
  • build levels
  • tweak objects’ behaviour, and
  • be introduced to scripting in Unity with C#.

Note: Some prior programming experience (any language) is required.

Audience: Secondary teachers.

Keywords: Creative & Critical Thinking, Programming, 3D Design, Creativity, Mathematics, STEAM


All aspects were of a very high quality. Peter is an expert in his subject area [and] should look to facilitate more of this particular work with teachers. Particularly with the advent of the Technologies component of the Australian Curriculum.

Unity Excursions

We run Unity Boot Camps during school terms. Bring your students to MacICT and see the possibilities in action!


Peter Reeves

Peter Reeves


Peter Reeves has been teaching games design at Macquarie University for two years using Unity. He has a Bachelor in Information Technology and is currently doing a Masters of Research. He participated in the Global Game Jam 2014 where his team received an award for Technical Excellence. He has a great passion for computer graphics, games and programming.


Unfortunately there are no plans to run this course again. Apologies for any inconvenience.


How do I enrol?
Enrolment is through the MyPL system. Click on the Event ID provided and it will take you to the enrolment page. NSW Department of Education (DoE) teachers can log in using their credentials. Non-DoE participants need to sign up for a MyPL account in order to enrol. Click here for instructions, and click here for more information about MyPL for non-DoE participants.
How is payment taken?
If you are from a NSW DoE school, payment will be via direct debit and appear on your school's Sundry Tax Invoice Statement. Non-DoE schools and individuals will be invoiced. Please contact us to confirm your billing details.
How do I get there and do I need to bring anything?
There are many transport options. See our Contact page for more information. We will send out an email to all participants with parking information two days before the event. Please look out for this email and read the instructions carefully. All equipment will be provided unless otherwise advised.
What if I cancel or don't show up?

You can delete your own enrolment through MyPL, however keep in mind any cancellations made within 2 days of the event or no-shows will incur the full cost, charged to your school. Please contact us if there are any issues with your attendance.

What's a follow-on component?

Some of our courses include a follow-on component to be completed by the participant in their school context with the aim of transferring the new practice to their teaching and learning repertoire. These deliverables are included as part of the course hours and are designed to engage teachers in real ‘learning through doing’ leading to improvement in the skills and capabilities of teachers. This is an opportunity for you to have some time to take what you learned during the workshop and apply it to your own context and your own students. Details of the follow-on will be emailed out to all participants. The deliverables must meet the following Criteria:

  1. Product (this may refer to lesson plan, unit of work or other digital product)
    1. evidence of creativity;
    2. planning and/or design;
    3. incorporation of key ideas in the course;
    4. integration of technology; and
    5. a published/shared product that is appropriate to audience, purpose and context.
  2. Online Interaction
    1. peer feedback; and
    2. community building.
  3. Personal Written Reflection (200 words):
    1. Reflect on the learning experience gained by participating in this course, including the deliverables, OR reflect on your classroom practice (including a description of the pedagogical approach, delivery and implications for the future); AND
    2. Reflect on how you achieved one or more of the specified professional learning standards.
More questions? Contact us.

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