[MUSIC] In this project we'll build on the concepts and skills we learned in the last project, and apply them toward building an actual game called Rollermadness. This ball rolling game will demonstrate many things that we have not yet discussed in Unity 3 as well. The concepts we'll learn include, getting assets into Unity, including standards assets and asset packages, additional Unity editor features not covered in Project 1. We'll continue to discuss best practices in regards to project organization. We'll also introduce the use of 3D physics, something that many games employ. We'll integrate some basic user interface to display score and other messages to the player. We'll create some visual effects through the use of trail renderers, particle systems, and animation. And we'll build several game play systems, such as player control, pick ups, enemies, and scoring. In the end, we'll have a playable game that can serve as the basis of a larger game project. Are we writing code, you might ask. Like the first project, we'll not actually be writing code in this project. We'll be using a package of precreated scripts. For you programmers chomping at the bit to start writing code, never fear, we'll get into thatin the next project. If you are a bit nervous about programming, you can relax a bit longer. The good thing is that by the end of this project, you should know the Unity editor well enough, that it should greatly help you once we do actually start programming. As I mentioned in Project 1, I encourage you to follow along in Unity, as you watch the videos. Pick the technique that works best for you. And remember, you could always go back and rewatch videos even from previous projects, if a concept has become hazy. In the next video, we'll get our Unity project set up and assets imported. [MUSIC]