Design · Beginner
Mobile Game Design Fundamentals
Learn how mobile players decide to stay, quit, or pay. You will shape a core loop, a first session, and a pitch…
The ultimate guide to creating mobile hits. From gameplay design to App Store mastery.
Design · Beginner
Learn how mobile players decide to stay, quit, or pay. You will shape a core loop, a first session, and a pitch…
Unity · Beginner
Build a complete 2D platformer in Unity, from the first controllable character to a shippable vertical slice with menus and saves. Across…
Unreal · Beginner
Get comfortable in Unreal Engine 5. You will block out a level, script with Blueprints, and package a playable build. Across about…
Design · Intermediate
Make actions feel powerful without adding more content. Study screenshake, hit pause, animation timing, and audio accents. Across about 10 hours you…
Art · Beginner
Draw readable game sprites, tiles, and simple animations that stay consistent when the camera pulls back. Across about 12 hours you will…
Art · Intermediate
Animate characters that read at gameplay speed. Covers poses, cycles, attacks, and handoff to an engine. Across about 15 hours you will…
Design · Intermediate
Lay out short, readable levels for a mobile screen. You will control sightlines, pacing, and the reason to retry. Across about 13…
Narrative · Beginner
Write story that survives contact with gameplay. Learn briefs, barks, quests, and how much text a mobile player will read. Across about…
Engineering · Advanced
Understand authority, latency, and prediction well enough to prototype a small online game without guessing. Across about 20 hours you will decide…
Live Ops · Intermediate
Plan the weeks after launch. Build a calendar, a comeback hook, and a way to read whether players return. Across about 12…
Monetization · Intermediate
Design currencies, sinks, and sources that stay fair. You will model a simple economy before you ship it. Across about 14 hours…
Audio · Beginner
Create interface sounds, impacts, and loops that tell the player what just happened, even on a small speaker. Across about 10 hours…
UI · Beginner
Design HUDs a thumb can use. Covers safe areas, combat readability, and menus that do not bury the game. Across about 12…
Tech Art · Intermediate
Build stylized materials in a shader graph: ramps, outlines, and simple effects you can reuse across a cast. Across about 14 hours…
Unity · Beginner
Learn the C# you actually need in Unity: types, events, components, and how to stop a script from becoming a pile of…
Unreal · Beginner
Script gameplay in Blueprints with graphs a teammate can read. Covers events, functions, and debugging a broken wire. Across about 16 hours…
Art · Beginner
Model props that fit a game budget: clean shapes, sensible UVs, and a texture that reads in a small thumbnail. Across about…
Engineering · Advanced
Hold a frame rate on a mid-range phone. Profile before you optimize, then cut the cost that actually matters. Across about 12…
Production · Beginner
Run playtests that change the game. Write bugs a developer can reproduce and decide what to fix before launch. Across about 9…
Monetization · Intermediate
Design a 30-day pass with a free track, a paid track, and a last reward players remember. Price the month so finishing…
Publishing · Intermediate
Ship to Apple and Google without a rushed final week. Covers listings, review notes, and a staged rollout. Across about 11 hours…
Art · Advanced
Set a look a small team can produce: silhouettes, a short palette, and the rules for what does not ship in this…
Godot · Beginner
Build a small game in Godot 4. Scenes, signals, and a export you can send to a friend the same day. Across…
Publishing · Advanced
Build the pitch, the budget, and the milestone list a publisher can read. You leave with the deck and the questions you…
Design · Intermediate
Design runs that feel different without a hundred hand-built levels. Study risk, rewards, and the decision to continue. Across about 10 hours…
Design · Beginner
Teach a rule, then twist it. Build a puzzle set that escalates without a written manual. Across about 9 hours you will…
Design · Intermediate
Design numbers that keep climbing and a reason to check back. Covers prestige, offline gains, and pacing. Across about 10 hours you…
Design · Beginner
Prototype a one-touch game in days, kill it honestly, and keep the version a stranger understands in five seconds. Across about 8…
Design · Intermediate
Build boards, cascades, and goals that stay readable. Learn why a match-3 fails when the board goes quiet. Across about 12 hours…
Design · Advanced
Shape a large map into readable fights: rotations, loot, and the ring as a designer, not only as a programmer. Across about…
Design · Intermediate
Design levels, loot, and builds that a player can explain to a friend. Keep power growth from emptying the game. Across about…
Narrative · Intermediate
Structure branching conversation that does not explode into a mess. Track flags, tone, and what the player can change. Across about 12…
Engineering · Advanced
Generate levels and loot with rules you can tune. Learn seeds, constraints, and how to spot a bad roll. Across about 16…
Engineering · Intermediate
Build enemies that look intentional: perception, states, and attacks a player can learn. Across about 14 hours you will define what the…
Design · Intermediate
Make a mobile control scheme that does not fight the player. Covers cameras, dead zones, and one-thumb play. Across about 10 hours…
Tech Art · Intermediate
Create hits, trails, and pickups that read on a small screen without melting the frame rate. Across about 12 hours you will…
Art · Intermediate
Light a stylized scene so characters separate from the background and the mood survives a compressed build. Across about 11 hours you…
Tech Art · Advanced
Set up the path from art tool to game build: naming, LODs, materials, and what breaks when someone exports wrong. Across about…
Production · Beginner
Use branches, locks, and reviews so a three-person team stops overwriting each other’s scenes. Across about 7 hours you will put the…
Production · Beginner
Plan a game in slices a small team can finish. Covers backlogs, scope cuts, and a weekly build. Across about 8 hours…
Production · Beginner
Write a concept a producer, an artist, and a publisher can all use. One page first, detail only where it changes the…
Marketing · Advanced
Understand paid and organic acquisition and separate the numbers from the decision. Learn creative tests and what a cost-per-install number does not…
Live Ops · Intermediate
Read retention, funnels, and economy reports and turn one number into a design change. Across about 11 hours you will write the…
Design · Beginner
Add options that let more people finish your game: text size, color, remapping, and difficulty options that stay respectful. Across about 8…
Publishing · Intermediate
Prepare text, art, and stores for other languages before the strings are trapped in code. Across about 9 hours you will move…
Monetization · Intermediate
Design offers players understand. Starter packs, cosmetics, and the line you will not cross in your genre. Across about 11 hours you…
Monetization · Intermediate
Place rewarded and interstitial ads where a break already exists, and know when an ad deletes the session. Across about 9 hours…
Monetization · Advanced
Build a subscription a player can explain, including the free week, the paid month, and the reason to stay. Across about 10…
Live Ops · Beginner
Talk to players without promising the roadmap by accident. Covers patch notes, feedback, and bad-day posts. Across about 8 hours you will…
Design · Advanced
Design a match a viewer can follow: cameras, HUDs, and the information a commentator needs. Across about 10 hours you will show…
Immersive · Advanced
Design hands, grabbing, and comfort for VR. Learn what makes a first session nauseating and how to avoid it. Across about 16…
Immersive · Intermediate
Prototype an AR game that still works in a normal room. Placement, scale, and what to do when tracking fails. Across about…
Publishing · Advanced
Prepare a PC or mobile game for a console checklist: input, suspend, saves, and certification traps. Across about 14 hours you will…
Engineering · Advanced
Learn what cheating looks like and which checks belong on the server. The course does not claim any defense is unbeatable. Across…
Monetization · Intermediate
Balance prices and drop rates in a spreadsheet before they are hard to change in code. Across about 9 hours you will…
Design · Intermediate
Design a boss the player can read: tells, phases, and a fail that teaches the next attempt. Across about 10 hours you…
Design · Beginner
Teach the game by letting the player succeed. Cut text, time the first reward, and replace a long explanation with play. Across…
Engineering · Intermediate
Save what the player expects to keep, including an app that was killed mid-run and a second device. Across about 10 hours…
Engineering · Intermediate
Build an animator that does not flicker between idle and attack. Covers blends, transitions, and root motion choices. Across about 12 hours…
Narrative · Beginner
Tell story with props, lighting, and layout so the player understands a place without a cutscene. Across about 9 hours you will…
Design · Intermediate
Design roles, revives, and shared goals so two players need each other without one person waiting. Across about 12 hours you will…
Production · Intermediate
Finish one polished slice instead of a wide prototype. Scope, build, and the review you hold before you add more. Across about…
Career · Beginner
Turn projects into a portfolio a hiring lead can skim. What to show, what to cut, and how to talk about your…
Design · Beginner
Build a phone control scheme a player can learn in one session, including dead zones, one-thumb play, and a camera that stays…
Audio · Beginner
Hook sounds and music into a running game so impacts, UI, and loops trigger from the right events. Across about 9 hours…
Publishing · Beginner
Design a store page that explains the game in one glance: icon, screenshots, and the first line of the description. Across about…
Design · Advanced
Design a small online game around sessions, roles, and the moment a stranger joins a match already in progress. Across about 16…
Unity · Advanced
Prototype a networked Unity game with a host, a joining player, and a shared objective you can test on two machines. Across…
Monetization · Advanced
Design a season, a battle pass, and a sink that still makes sense six weeks after launch. Across about 14 hours you…
Unreal · Advanced
Take an Unreal multiplayer prototype through replication, a listen server, and a build two people can join. Across about 20 hours you…
Production · Advanced
Set the technical bar for a small studio: engine choice, budgets, reviews, and what “done” means for a build. Across about 16…
Publishing · Advanced
Ship one game to more than one store: input, saves, accounts, and a launch checklist that does not scramble the last week.…
Design · Beginner
Shape a first playable version a new player can understand, from the opening action to the first success. Across about 6 hours…
Design · Beginner
Test a game idea in a short prototype and decide, with evidence, whether it is worth building further. Across about 8 hours…
Art · Beginner
Draw game sprites that stay readable on a mobile screen, including a simple idle and action pose. Across about 8 hours you…
UI · Beginner
Write short interface text for buttons, warnings, and empty states that players in any region can follow. Across about 9 hours you…
Live Ops · Intermediate
Read retention and funnel reports and turn one number into a specific design change. Across about 10 hours you will open a…
Production · Intermediate
Set up a repeatable way for a small team to build, review, and hand off a mobile game. Across about 10 hours…
Design · Advanced
Design a short online session that still works when a stranger joins late or leaves early. Across about 12 hours you will…
Tech Art · Intermediate
Build stylized materials and effects that stay clear on mid-range iOS and Android phones. Across about 12 hours you will build a…
Marketing · Intermediate
Test icons, screenshots, and short videos for the App Store and Google Play without guessing. Across about 11 hours you will make…
Live Ops · Advanced
Plan a limited-time event with a start, a reward, and a reason for players to return. Across about 14 hours you will…
Monetization · Advanced
Set in-app prices that make sense in the United States and Europe, including taxes and local expectations. Across about 12 hours you…
Production · Advanced
Lead a small game team through scope, reviews, and a weekly build people can actually play. Across about 15 hours you will…
Publishing · Advanced
Prepare a build for store review: input, saves, suspend, and the notes a reviewer needs. Across about 14 hours you will read…
Publishing · Advanced
Plan a mobile launch for more than one store, including listing, rollout, and the first week after release. Across about 16 hours…
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