Google x Unity Training
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.
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.
Weapon base class drives rigidbody cannonballs and Physics.OverlapSphere explosions across a three-level campaign — the C# inheritance and physics work, made playable.
Open project →
Data-Driven · Persistence
Museum App
Every exhibit is a ScriptableObject; the home feed builds itself from that data, and sign-in and star ratings persist through JsonUtility and PlayerPrefs — the data-driven and saving modules in one app.
Open project →
Performance Optimization
Factory App
A conveyor-belt stress test with a prewarmed object pool and cached lookups, each optimization toggleable to profile against the naive path — the performance module, made measurable.
Open project →