JUL 2, 1993

Google x Unity Training

Unity Certified Associate: Programmer badge

Credential earned

Unity Certified Associate: Programmer

Awarded by Unity Technologies through the Google Play x Unity Game Developer Training Program, India 2025. Earned by passing the official, proctored Unity certification exam, not by attendance.

Issued
February 2026
Valid through
February 2029
Status
Active
Credential ID
57931432786c4b0cb39989855a055f9e

The Program

The Google Play x Unity Game Developer Training Program is a selective, industry-backed initiative run by Google Play and Unity to train developers in India on professional Unity and C# development. My cohort ran from November 2025 to April 2026 as part of the AI Impact Summit, Bharat 2025.

The program is built around the official Unity Certified Associate: Programmer track. It covers the full path from core C# scripting to shipping an optimized build, and it ends in a proctored certification exam rather than a completion certificate. Passing it earned the credential above, valid through February 2029 and verifiable directly with Unity.

What I Learned

The training mapped directly to the work of a gameplay programmer. Each area below is something I built during the program and can walk through in code.

C# & Engine Architecture

Component-driven gameplay code with a clean separation of data, behaviour, and presentation. I favour composition over deep inheritance so systems stay decoupled and cheap to extend.

Gameplay Systems

Finite-state-machine AI and character controllers wired through an event-driven architecture (C# events and delegates), so systems communicate without hard references, with shared services exposed through the singleton pattern.

Data-Driven Design

ScriptableObject-driven data and designer tooling: stats, items, and tunables live as assets, so designers author and balance content in the Inspector with no code changes.

Physics & Input

Rigidbody movement, collision and trigger resolution, and raycast-based detection and interaction, driven by a responsive input layer tuned for tight, predictable game feel.

UI & Game Flow

Canvas HUDs bound to live gameplay state, scene and game-state management, and a reliable flow across menus, pause, and win and lose conditions.

Audio & Persistence

A centralised AudioManager over Unity's audio sources, plus save and load through serialization so player progress and settings persist between sessions.

Performance Optimization

Frame-time profiling with the Unity Profiler, object pooling to remove runtime instantiation spikes, draw-call and batching reduction, and mobile build settings held to a frame-rate budget.

Professional Workflow

Git branching and version control, breakpoint debugging in Rider and Visual Studio, and a disciplined prototype, profile, refactor loop.

Built During the Program

The training only counts if it ships. These three projects were built around what the program covered — each one takes a module from the syllabus above and turns it into a working game you can open and read in code.

Certificates