
Video Game Development Course
Turn your passion for games into real development skills by building 2D and 3D projects from the ground up. This course covers everything from game design principles and programming fundamentals to AI systems, audio, and release pipelines. You'll finish with a portfolio-ready game and the technical knowledge to pursue a career in the industry.
What you will learn:
You'll start by learning how professional game studios operate and how to set up a complete development environment. From there, you'll design core gameplay loops, write clean object-oriented code, and build both 2D and 3D games using industry-standard engines. You'll implement enemy AI with pathfinding and behavior trees, add particle effects and post-processing, and optimize your game for real hardware. The course also covers multiplayer networking, monetization models, and accessibility design. By the end, you'll have a published portfolio and a clear action plan for landing your first role in game development.
How you study in practice Video Game Development Course
How you practise Video Game Development 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 • 40 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Game Development
Foundations of Game Development
Lesson 1 • Core Game Design Vocabulary
Defines mechanics, dynamics, aesthetics, and player experience terminology. Gives students a shared language for design discussions and documentation.
Lesson 2 • Choosing a Game Engine
Compares leading real-time engines on performance, licensing, and tooling. Students select an appropriate engine for their target platform and project scope.
Lesson 3 • The Game Industry Landscape
Covers studio types, market segments, and career paths in game development. Establishes context for all technical and creative decisions made throughout the course.
Lesson 4 • Game Development Pipeline Overview
Traces a game from concept to ship across pre-production, production, and post-launch phases. Provides the workflow context students will apply in every subsequent chapter.
Lesson 5 • Setting Up the Development Environment
Guides installation of engine, IDE, and version control tools into a functional workspace. Ensures every student can build and run a project before advancing.
Chapter 2HideHide detailsSee detailsGame Design Principles and Documentation
Game Design Principles and Documentation
Lesson 1 • Mechanics, Rules, and Systems Design
Breaks down complex game systems into discrete rules and interactions. Students model emergent behavior from simple mechanic combinations.
Lesson 2 • Core Gameplay Loop Design
Defines the primary action-reward cycle that keeps players engaged. Students diagram and validate their loop before committing to full production.
Lesson 3 • Rapid Prototyping and Playtesting
Builds low-fidelity prototypes to validate design assumptions quickly. Introduces structured playtesting methods to gather actionable feedback.
Lesson 4 • Player Psychology and Motivation
Applies motivation theory to design decisions around progression, mastery, and social play. Connects psychological principles directly to mechanic choices.
Lesson 5 • Writing the Game Design Document
Structures a professional GDD covering vision, mechanics, art direction, and scope. Produces a living document teams can reference throughout production.
Chapter 3HideHide detailsSee detailsProgramming Fundamentals for Games
Programming Fundamentals for Games
Lesson 1 • Data Structures for Game Logic
Introduces arrays, lists, dictionaries, and queues applied to game state management. Students choose appropriate structures for inventory, AI, and level data.
Lesson 2 • Scripting Language Essentials
Covers variables, data types, control flow, and functions in the engine's primary scripting language. Forms the syntax foundation for all game logic written later.
Lesson 3 • Design Patterns in Game Code
Covers singleton, observer, state machine, and object pool patterns common in game codebases. Students apply patterns to reduce coupling and improve scalability.
Lesson 4 • Object-Oriented Programming in Games
Applies classes, inheritance, and encapsulation to game entity design. Students refactor procedural scripts into maintainable OOP structures.
Lesson 5 • Game Loop and Update Cycle
Explains the engine's update loop, fixed timestep, and frame-rate independence. Students implement time-based movement and event handling correctly.
Chapter 4HideHide detailsSee details2D Game Development Essentials
2D Game Development Essentials
Lesson 1 • 2D Physics and Collision
Configures rigidbodies, colliders, and physics materials for realistic 2D interaction. Students implement platformer movement and projectile physics.
Lesson 2 • Sprites, Atlases, and Animation
Covers sprite import settings, texture atlases, and frame-based animation workflows. Students create animated characters ready for gameplay integration.
Lesson 3 • Tilemap and Level Design Tools
Uses engine tilemap editors to build scrolling levels with collision and layering. Connects level design theory from Chapter 2 to practical engine tooling.
Lesson 4 • 2D UI and HUD Implementation
Builds health bars, score displays, and menus using the engine's UI canvas system. Students wire UI elements to game state through scripted data binding.
Lesson 5 • Camera Systems and Scrolling
Implements camera follow, parallax scrolling, and viewport management for 2D games. Ensures smooth player experience across varied level sizes.
Chapter 5HideHide detailsSee details3D Game Development Core Skills
3D Game Development Core Skills
Lesson 1 • 3D Coordinate Systems and Transforms
Explains world, local, and screen space alongside position, rotation, and scale transforms. Provides the spatial reasoning required for all 3D object manipulation.
Lesson 2 • Lighting and Shadow Systems
Configures real-time and baked lighting, shadow maps, and ambient occlusion. Students balance visual quality against runtime performance budgets.
Lesson 3 • 3D Physics and Raycasting
Applies 3D colliders, joints, and raycasting for interaction and combat systems. Students implement object pickup, projectile detection, and physics-driven puzzles.
Lesson 4 • 3D Character Controller and Animation
Implements a rigged character with locomotion, jumping, and root motion animation. Connects animator state machines to player input for responsive control.
Lesson 5 • Meshes, Materials, and Shaders
Covers mesh import, UV mapping, PBR material setup, and basic shader graphs. Students create visually consistent assets using physically based rendering workflows.
Chapter 6HideHide detailsSee detailsGame AI and Behavior Systems
Game AI and Behavior Systems
Lesson 1 • Game Difficulty and AI Tuning
Balances AI aggression, reaction time, and accuracy across difficulty settings. Students implement dynamic difficulty adjustment tied to player performance metrics.
Lesson 2 • Finite State Machines for AI
Structures enemy behavior as discrete states with defined transitions and conditions. Students build patrol, chase, and attack FSMs for a combat enemy.
Lesson 3 • Behavior Trees and Decision Making
Introduces behavior tree nodes—selectors, sequences, and decorators—for modular AI logic. Students convert an FSM enemy into a behavior tree for improved scalability.
Lesson 4 • Pathfinding and Navigation Meshes
Bakes navigation meshes and implements A* pathfinding for agent movement. Students configure dynamic obstacles and off-mesh links for complex environments.
Lesson 5 • Perception and Sensing Systems
Implements sight cones, hearing radii, and memory for realistic enemy awareness. Connects perception data to AI decision-making pipelines.
Chapter 7HideHide detailsSee detailsAudio, Visual Effects, and Polish
Audio, Visual Effects, and Polish
Lesson 1 • Animation Events and Game Feel
Uses animation events, hit-stop, and squash-and-stretch to create satisfying interactions. Students apply game feel principles to combat, movement, and UI transitions.
Lesson 2 • Game Audio Architecture
Designs an audio system with sound effects, music layers, and spatial audio. Students implement an audio manager that handles mixing, ducking, and pooling.
Lesson 3 • Screen Shake and Haptic Feedback
Implements procedural camera shake and controller rumble to reinforce impactful moments. Connects physical feedback to game events for improved game feel.
Lesson 4 • Particle Systems and VFX
Creates explosion, impact, and ambient particle effects using the engine's VFX tools. Students optimize particle budgets to maintain target frame rates.
Lesson 5 • Post-Processing and Screen Effects
Applies bloom, color grading, depth of field, and motion blur via post-processing stacks. Students tune effects to reinforce the game's visual identity without harming performance.
Chapter 8HideHide detailsSee detailsOptimization, Build, and Release
Optimization, Build, and Release
Lesson 1 • Platform Build Configuration
Configures build settings, player settings, and platform-specific quality tiers for PC, console, and mobile. Students produce multi-platform builds from a single project.
Lesson 2 • Profiling and Performance Analysis
Uses engine profilers and GPU frame debuggers to identify CPU, GPU, and memory bottlenecks. Students establish performance budgets before optimizing any system.
Lesson 3 • Release Pipeline and Store Submission
Covers store listing requirements, age rating processes, and automated build pipelines. Students submit a build to a digital storefront and configure a basic CI/CD workflow.
Lesson 4 • Code and Asset Optimization
Refactors hot-path scripts, reduces garbage collection, and compresses audio and mesh assets. Students apply profiler-guided optimization rather than premature tuning.
Lesson 5 • Rendering Optimization Techniques
Applies batching, culling, LOD, and texture compression to reduce draw calls and memory. Students achieve target frame rates on minimum-spec hardware.
Your valid completion certificate
This course is for you:
Hobbyist gamers: ready to shift from playing to actually creating games.
Computer science students: wanting to apply coding skills inside real game engines.
Graphic designers: curious about adding interactive, game-based work to their practice.
Career changers: drawn to the games industry from unrelated professional backgrounds.
Indie developers: seeking structured guidance to finish and ship their first title.
Recent graduates: looking to build a specialized portfolio for game studio roles.
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.

Top training programs
FAQ
Who is Dedika?
Is the certificate valid in Canada?
Are the courses free?
What is the course workload?
What are the courses like?
How do the courses work?
What is the duration of the courses?
What is the cost or price of the courses?
What is an EAD or online course and how does it work?
PDF Course




















