[MUSIC] Okay this is professor Patterson again and on behalf of myself and Sam Kaufman and all of our partners at UCI and Coursera, we're excited to welcome you to the sixth course in the specialization on iOS development for creative entrepreneurs. This course is different than all the ones that have come before it because this is a capstone course. And you can only get to it if you've taken the journey with us, crossed the many mountains that had been put before you, and really stepped up and you're ready to tackle a creative project that you have a lot of freedom to decide on how you want it to be something that you're passionate about. So you've been running really hard and it's time to see what you can do. So, during the course of the different courses that we've been doing, you've looked at a lot of different things. You've looked at objective C, you've looked at how the basics of the language work, we've looked at the transition from C style programming to object oriented programming in the objective C environment. We've looked at the iOS software development kit, how you do push notifications and core data, looking at how you do secure network communications using Oauth and communicating with services like Facebook, Twitter, and Instagram. We've looked at the Apple design guidelines, the human computer interaction guidelines that they've put together in order to give you a consistent application environment so that all of the apps have a consistent high quality look and feel. We've looked at depth at the game engine, how we do physics and collisions, touch interactions, and some of that bleeds over into more standard kinds of applications that you might do. Now it's time for us to observe what you've got. This course is a multi-week course, and rather than having everyone do the same project on Lockstep, what we're asking you to do is to find something that you're passionate about and develop it. Now it's gotta be a game and it's gotta be a transreality game with a few other constraints. And when I say transreality, what I mean is that it's a game that has to bridge the reality of the digital world and the reality of the physical world. And so it has to be an application that uses sensors in the real world to influence gameplay in the digital world. There are a handful of other constraints that we have put around the project in order to keep it from going totally out of control. But within those constraints, you have a lot of freedom to do what you're passionate about. Now each week in this specialization, you're going to be doing an assignment that builds on the previous week and you're going to be working with a cohort of people who are available to you in order to bounce ideas off of, in addition to doing the formal weekly reviews. Every week we're going to have a milestone, we're going to help guide you through that process so that at the end of this course you should have a really creative, innovative project that synthesizes all the knowledge that you've learned in this long process up until now. So, thank you for your attention. Thanks for all your hard work up to this point. Let's see what you got. >> Hello again. I'm Sam recording from Brooklyn. A lot has happened since we last talked. For instance, I just learned there will not be a polar research vessel named the rrs boaty mcboatface, which is super disappointing. Anyway, welcome to the iOS capstone course. We're going to be building the kind of game that you can really only build on modern mobile phones using everything that you've learned on the entire iOS specialization, which is going to be a lot of fun. And in particular we're going to playing with motion sensors, lots of motion sensors. [MUSIC]