
Make Your Own Game Course
Go from raw idea to finished, publishable game with a complete curriculum that covers design, programming, art, audio, and launch strategy. You'll build real systems, test them with real players, and ship a game you're proud of. This is the full game development education you've been looking for.
What you will learn:
You'll learn how to design engaging game mechanics, write a professional game design document, and build levels that challenge and reward players. The course covers programming fundamentals, enemy AI, save systems, and UI implementation with no prior coding experience required. You'll develop a visual style, create 2D sprites or 3D assets, and integrate sound design into a cohesive package. Structured playtesting methods will show you how to collect feedback and turn it into targeted improvements. By the end, you'll have a launch-ready game and a go-to-market plan.
How you study in practice Make Your Own Game Course
How you practise Make Your Own Game Course
For companies looking to train their team
With Dedika for Business, the course includes exercises and examples tailored to your own business and the way your company needs.
Course Content
8 Chapters • 38 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsGame Design Foundations and Mindset
Game Design Foundations and Mindset
Lesson 1 • Game Genres and Their Conventions
Surveys major game genres and their defining mechanics. Helps students choose a genre that fits their skills and goals.
Lesson 2 • Core Design Pillars
Introduces the pillars of fun, challenge, and reward that anchor every design decision. Connects abstract theory to practical design choices.
Lesson 3 • What Makes a Game a Game
Defines games through rules, goals, feedback, and player agency. Establishes shared vocabulary used throughout the course.
Lesson 4 • The Game Design Document
Teaches how to write a concise game design document (GDD) to capture vision and scope. Provides a template students use in every subsequent chapter.
Chapter 2HideHide detailsSee detailsCore Mechanics and Game Feel
Core Mechanics and Game Feel
Lesson 1 • Designing the Core Game Loop
Breaks down the action-reward-repeat cycle that keeps players engaged. Students map their own game loop using a structured diagram.
Lesson 2 • Balancing Mechanics Early
Introduces numerical tuning and playtesting to balance difficulty and reward. Students apply basic math to their mechanic parameters.
Lesson 3 • Understanding Core Mechanics
Defines core mechanics as the repeated actions players perform. Shows how mechanics drive all other design decisions.
Lesson 4 • Game Feel and Juice
Covers tactile responsiveness, animation feedback, and audio cues that make mechanics satisfying. Directly improves player retention.
Chapter 3HideHide detailsSee detailsPrototyping Your Game Idea
Prototyping Your Game Idea
Lesson 1 • Building a Digital Prototype
Guides students through creating a minimal playable version in their chosen engine. Focuses on testing the core mechanic, not aesthetics.
Lesson 2 • Iteration Cycles and Decision Gates
Introduces structured iteration loops with clear go/no-go criteria. Teaches students when to pivot, persist, or kill a concept.
Lesson 3 • Paper Prototyping Techniques
Teaches card, board, and token-based prototyping to test mechanics without code. Produces a testable physical prototype.
Lesson 4 • The Prototyping Mindset
Establishes fail-fast thinking and the value of cheap, quick experiments. Removes perfectionism as a barrier to iteration.
Lesson 5 • Choosing a Game Engine
Compares major game engines by feature set, learning curve, and target platform. Students select an engine aligned with their project scope.
Chapter 4HideHide detailsSee detailsLevel Design and World Building
Level Design and World Building
Lesson 1 • Environmental Storytelling
Uses props, lighting, and layout to convey narrative without text. Reinforces world-building goals established in the GDD.
Lesson 2 • Playtesting and Iterating Levels
Applies structured observation and data collection to refine level layouts. Students revise levels based on tester behavior.
Lesson 3 • Principles of Level Design
Covers spatial storytelling, flow, and the teach-test-twist framework. Provides the conceptual foundation for all level work.
Lesson 4 • Enemy and Obstacle Placement
Covers strategic placement of enemies and hazards to create tension and pacing variety. Connects placement decisions to difficulty curves.
Lesson 5 • Sketching and Blocking Levels
Teaches top-down sketching and gray-box blocking to plan layouts before detailing. Produces a blocked-out level ready for testing.
Chapter 5HideHide detailsSee detailsArt, Audio, and Visual Style
Art, Audio, and Visual Style
Lesson 1 • Sound Design and Music Integration
Covers sourcing, editing, and implementing sound effects and background music. Connects audio choices to emotional tone and player feedback.
Lesson 2 • Building a Cohesive Style Guide
Consolidates all visual and audio decisions into a reusable style guide document. Ensures consistency across all future assets.
Lesson 3 • Defining Your Visual Style
Guides students through choosing an art direction that matches genre, audience, and team skill. Produces a visual style reference sheet.
Lesson 4 • Creating Game-Ready 2D Art
Covers sprite creation, animation frames, and asset optimization for 2D games. Students produce a character sprite sheet.
Lesson 5 • Introduction to 3D Assets
Introduces low-poly modeling, UV unwrapping, and texture baking for 3D games. Keeps scope manageable for solo developers.
Chapter 6HideHide detailsSee detailsProgramming Core Game Systems
Programming Core Game Systems
Lesson 1 • Enemy AI and Behavior Systems
Builds simple AI using state machines and pathfinding. Connects AI behavior to the challenge design established in earlier chapters.
Lesson 2 • Player Input and Movement Systems
Implements keyboard, mouse, and controller input mapped to player movement. Produces a responsive, configurable input system.
Lesson 3 • UI and HUD Implementation
Creates health bars, score displays, menus, and pause screens. Ties UI elements to underlying game data in real time.
Lesson 4 • Save Systems and Data Persistence
Implements save and load functionality to preserve player progress. Covers file-based and preference-based storage approaches.
Lesson 5 • Game Programming Fundamentals
Covers variables, loops, conditionals, and functions as applied to game logic. Assumes no prior coding experience.
Chapter 7HideHide detailsSee detailsPlaytesting, Feedback, and Iteration
Playtesting, Feedback, and Iteration
Lesson 1 • Designing a Playtest Session
Teaches how to set clear test objectives, recruit testers, and prepare test materials. Ensures every session yields actionable data.
Lesson 2 • Collecting Quantitative Data
Introduces in-game metrics, completion rates, and session length tracking. Complements qualitative findings with measurable evidence.
Lesson 3 • Prioritizing and Applying Changes
Teaches triage frameworks to rank feedback by impact and effort. Students produce a prioritized change list and implement top fixes.
Lesson 4 • Remote and Asynchronous Playtesting
Covers tools and methods for gathering feedback without in-person sessions. Expands tester pool beyond local contacts.
Lesson 5 • Collecting Qualitative Feedback
Covers think-aloud protocols, post-session interviews, and written surveys. Produces rich narrative data about player experience.
Chapter 8HideHide detailsSee detailsPublishing, Monetization, and Launch
Publishing, Monetization, and Launch
Lesson 1 • Preparing a Release Build
Covers build optimization, platform-specific settings, and quality assurance checklists. Produces a stable, submission-ready build.
Lesson 2 • Post-Launch Support and Updates
Teaches patch management, player communication, and roadmap planning after release. Sustains player engagement and revenue over time.
Lesson 3 • Marketing and Community Building
Covers pre-launch marketing, social media strategy, and community engagement. Builds an audience before and after launch.
Lesson 4 • Monetization Models and Ethics
Compares premium, free-to-play, and subscription models with ethical considerations. Helps students choose a model aligned with their audience.
Lesson 5 • Platform Submission and Requirements
Guides students through store listing creation, metadata, and submission guidelines for major platforms. Avoids platform-specific legal details.
Your valid completion certificate
This course is for you:
Aspiring indie developers: eager to turn personal game concepts into finished products.
Career changers from tech: wanting to redirect coding skills toward creative game projects.
Hobbyist creators: ready to move beyond playing games and start designing their own.
Art and design students: looking to expand their skills into interactive digital experiences.
Entrepreneurs with game ideas: needing a practical roadmap from concept to market launch.
Recent graduates in media: seeking hands-on game development skills to enter the industry.
What our students say
Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to switch platforms... I thank you for everything you do, I've already recommended you to other people...

I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.

I like the content and the presentation style and video transcription, which speeds up the process!

The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.

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