Movement Controllers
First project is a character controller. Jumping, running, climbing. Seems simple until you handle edge cases like moving platforms or slopes.
Most game development courses skip the messy parts. We teach you how mechanics really function and why your 3D models need to serve gameplay first, aesthetics second.
Our autumn 2025 program starts with what breaks in games and works backward. You'll spend time understanding collision systems before making them pretty.
View Program DetailsWe run evening sessions three times a week because most people can't quit their jobs to learn. Sessions last two hours, with recorded versions available if you miss one.
The program runs for eight months starting September 2025. That's not because we're slow—it's because skill development takes time. Anyone promising faster results isn't being honest about how learning works.
You'll work on projects between sessions. Some weeks that means five hours of work, other weeks it's twelve. It varies based on what you're building and where you get stuck.
How objects interact, why collision detection fails, and when to fake physics instead of simulating it. Most indie games use simplified physics for good reason.
Creating models that don't murder frame rates. Texture optimization, polygon budgets, and why your beautiful high-poly model needs three different versions.
Building prototypes fast, identifying what feels wrong, and iterating without rewriting everything. Paper prototyping still matters in 2025.
You'll work in Unity and Blender because they're industry standard and free. We don't teach every feature—just the ones professionals use daily.
Version control with Git comes first. Sounds boring, but losing a week's work because you don't understand branches is worse.
We skip game engines' visual scripting tools. C# isn't that hard, and you'll need to read code eventually anyway. The first month feels slow, but you'll understand why by month three.
Projects get progressively complex. Early ones take a week, later ones stretch across months. All include mechanics work and 3D asset creation.
First project is a character controller. Jumping, running, climbing. Seems simple until you handle edge cases like moving platforms or slopes.
Creating 3D spaces that guide players without arrows pointing everywhere. Level design is part psychology, part architecture.
Final project involves building a combat system from scratch. Hit detection, damage calculation, enemy AI basics. It's where everything comes together.
"I've been writing game code for eleven years now. The first three were mostly fixing my own mistakes and learning why shortcuts always cost more time later."
"What I teach isn't glamorous—it's the technical foundation that lets creative ideas actually function. Students often get frustrated around week six when projects start breaking in new ways. That's normal. Debugging is where you learn how systems really work."
We accept thirty students per cohort. No portfolio required, but you should know basic programming concepts and be comfortable spending evenings troubleshooting code.