All 60 tasks, level by level
The real graded Game Development with Unity tasks the portal assigns, grouped into three levels.
The portal assigns these Game Development with Unity tasks. Finish Level 1 before Level 2 and Level 2 before Level 3. Your mentor may mark some tasks as required for the certificate.
Level 1: Foundations (24 tasks)
| Task | What to do |
|---|---|
| Install Unity | Install Unity Hub and an LTS version, create a 2D project and commit it with a Unity .gitignore to a repo named gamedev-internship. |
| Unity editor tour | Explain scenes, GameObjects, components, the inspector, prefabs and the asset folder with screenshots. |
C# for Unity | Write scripts showing variables, methods, classes, lists and the Start/Update lifecycle. |
| Move a player | Move a 2D character with keyboard input and limit it to the screen. |
| Physics and collisions | Add Rigidbody2D and colliders, and react to collisions and triggers. |
| Collectibles and score | Add coins that disappear when collected and a score shown on the UI. |
| Prefabs and spawning | Spawn enemies from a prefab at random positions every few seconds. |
| UI menus | Build a main menu, pause menu and game-over screen with buttons that work. |
| Scenes | Move between menu, level and game-over scenes with SceneManager. |
| Sound | Add background music and sound effects with an AudioSource and a volume setting. |
| Animation | Animate a character with a sprite sheet and the Animator (idle, run, jump). |
| Build and share | Build your game for PC or WebGL and upload it to itch.io (free). Add the link to your README. |
| Input System | Use Unity's new Input System for keyboard, gamepad and touch. |
| Coroutines | Use coroutines for timed events like spawning waves and countdowns. |
| Physics materials | Create bouncy and slippery surfaces with physics materials. |
| Audio mixer | Route music and effects through an Audio Mixer with separate volume sliders. |
| UI layouts | Make a menu that scales correctly on different screen sizes with anchors and layout groups. |
| Tilemap rules | Use rule tiles to paint levels faster. |
| Lighting 2D | Add 2D lights and shadows to a scene. |
| Simple dialogue | Build an NPC dialogue box that shows lines one by one. |
| Collectible types | Create three collectible types using inheritance or interfaces. |
| Game feel | Tune jump height, gravity and acceleration so the player feels responsive. |
| Debug tools | Add on-screen debug info (FPS, player state) toggled by a key. |
| Version control for Unity | Set up Git LFS for large assets and explain scene merge issues. |
Level 2: Building real features (20 tasks)
| Task | What to do |
|---|---|
| Game design document | Write a one-page design document: core loop, controls, goal, levels and art style. |
| Platformer level | Build a platformer level with tilemaps, jumping, hazards and a goal. |
| Camera follow | Use Cinemachine or a script for a smooth camera that follows the player with bounds. |
| Enemy AI | Create enemies that patrol and chase the player within range. |
| Health and damage | Add player health, damage, invincibility frames and a health bar. |
| Save and load | Save high scores and settings with PlayerPrefs or a JSON file. |
| Scriptable objects | Store enemy or item data in ScriptableObjects and explain why it helps designers. |
| Particle effects | Add particle effects for hits, pickups and explosions. |
| Mobile controls | Add on-screen touch controls and build for Android. |
| Playtesting | Have 3 people play your game, record their feedback and list the changes you made. |
| Inventory system | Build an inventory with ScriptableObject items and a UI grid. |
| Quest system | Build a simple quest system with objectives and rewards. |
| State machine for AI | Implement enemy AI as a state machine (idle, patrol, chase, attack). |
| Pathfinding | Use NavMesh for 3D enemies or A* for a 2D grid. |
| Level loading | Load levels additively with a loading screen and progress bar. |
| Settings menu | Add graphics quality, resolution, volume and key rebinding options. |
| Localisation | Translate your game's UI into an Indian language with the Localization package. |
| Analytics | Track level completion and deaths with Unity Analytics or custom events. |
| Shaders basics | Create a simple Shader Graph effect (dissolve or outline). |
| Mobile performance | Profile your game on a phone and fix the biggest frame-time cost. |
Level 3: Professional work and capstone (16 tasks)
| Task | What to do |
|---|---|
| 3D basics | Build a small 3D scene with a character controller, lighting and a camera. |
| Object pooling | Replace Instantiate/Destroy for bullets with an object pool and measure the improvement in the Profiler. |
| Performance profiling | Use the Unity Profiler to find and fix the biggest performance cost in your game. |
| Multiplayer concept | Explain client-server game networking, authority and lag, and build a simple two-player demo with Netcode or a similar tool. |
| Game server basics | Build a small backend that stores leaderboards, with an API your game calls. |
| Polish pass | Add screen shake, transitions, juice effects and better feedback, with a before/after video. |
| Store page | Write a store page for your game: description, screenshots, trailer and controls. |
| Capstone: complete game | Ship a complete small game with menus, 3+ levels, sound, saving and a published build, plus a postmortem of what went well and what didn't. |
| Procedural generation | Generate levels or terrain procedurally with a seed. |
| Save system | Build a save system with multiple slots and version upgrades. |
| Networked game | Build a small online multiplayer prototype with Netcode for GameObjects or Mirror. |
| Game backend | Add login and cloud saves using a game backend service or your own API. |
| Monetisation ethics | Design fair monetisation for your game and explain what you would avoid. |
| Game jam | Make a complete game in 48 hours for a theme and publish it on itch.io. |
| Trailer | Record and edit a 30-60 second gameplay trailer. |
| Capstone 2: polished vertical slice | Build one polished level (vertical slice) with art, sound, UI, save and settings, and publish it with a postmortem. |