(for logistical details, see here)
The Unity Workshop is going to take the form of building a game from scratch. All of the assets are going to be built and ready, but the linking and scripting will happen live in Unity. I'll talk through the process, including the reasons for programming approaches and some quirks you can expect from Unity when you work with C#.
We'll be projecting my screen onto a wall but I know from experience that trying to read code from a distance can be painful, so we will also have a GoTo Webinar set up- if you log into that on your laptop you'll be able to refer to your own personal screen if the projector is too far, blurry, or whatever.
Before the workshop we'll also be sending out a packet including the finished game, its fully assembled project directory, and the raw assets.
This is a workshop but you are not required (or even really expected) to get your hands wet here. Programming a game in a few hours is extremely difficult- I will only be able to do it because I've spent the last week and a half programming the game. I've read the back of the book and I know the spoilers, so I can skip a lot of the process.
If you want to just watch the process, take notes, and play around with the assembled project when you get home, that's great. You will probably think that I talk too much and need a haircut, but you'll get a lot out of the workshop. I hope.
If you want to follow along in Unity itself (an activity which is not required), you will want to download and install Unity 3.5 first since it's about 2 gigs of data and if you wait until you get to the workshop it's unlikely to finish before we're halfway done. You can get it at www.Unity3d.com. It runs fine on my 3 year old MacBook but as always your mileage may vary.
If you are comfortable working in C#, you're more than welcome to code along with me as I guide us through building the game but we aren't going to have time to debug individual scripting issues so I have to ask that you keep those until the end or follow-up with me after the workshop via email or carrier pigeon. If you do find that you get stuck, you'll already have a copy of finished scripts you can use as a reference (or temporary replacement).
Several people have asked me which approach will be more beneficial. It will vary by person, but I will tell you that if it were me, I would have Unity open (in a new, empty level of the finished project) but mostly be watching what was happening. Then if I saw something I wanted to try with the interface, I can switch into Unity to poke around but still have a sense of where the project as a whole is going.
It's definitely up to you.
We will have programmers, artists, musicians, and all sorts attending the workshop. I am trying to give everyone something, but there will be a fair amount of live programming going on. I chose that path because it will give me a chance to explain why certain development decisions got made. Game development is, ultimately, development. Developers will hopefully get something out of this, and I wanted to give the artists, musicians, writers, and whoever else the opportunity to see what considerations the "other side" has to deal with. Don't worry- there'll be plenty of work playing with lights, working with materials, and going over pipeline and drag-and-drop operations, too.
Relax, enjoy yourselves, have a good time, and remind me to repeat questions from the audience if I forget to.