
Construct 3 Course
Master Construct 3 from the ground up and build real, publishable 2D games without writing a single line of code. This course covers everything from editor basics and sprite animation to advanced game systems, audio, and multi-platform deployment. Whether you want to launch on itch.io, the App Store, or Google Play, you will finish with the skills and a complete game to show for it.
What you will learn:
You will start by learning the Construct 3 editor, project setup, and the event-driven logic system that powers every game you build. From there, you will work through sprite animation, object behaviours, physics, and input handling to create fully interactive gameplay. You will implement scoring systems, save states, UI menus, and audio management just like professional developers do. The course also covers advanced topics including state machines, procedural level generation, and performance optimisation. Finally, you will configure build settings and publish your game to real platforms for real players.
How you study in practice Construct 3 Course
How you practise Construct 3 Course
For businesses looking to train their team
With Dedika for businesses, 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 detailsGetting Started with Construct 3
Getting Started with Construct 3
Lesson 1 • Previewing and Exporting Basics
Teaches in-browser preview, debug mode, and basic export options. Students can immediately test their work after every build session.
Lesson 2 • Layouts and Layers Fundamentals
Introduces layouts as game scenes and layers as organisational stacks within them. Students structure a multi-layout project correctly from the start.
Lesson 3 • Setting Up Your First Project
Guides students through creating a new project, configuring settings, and saving files. Directly prepares the workspace used throughout the course.
Lesson 4 • Navigating the Editor Interface
Explores every major panel: Layout Editor, Event Sheet, Project Bar, and Properties. Students gain confident navigation before building anything.
Lesson 5 • Introduction to Construct 3
Covers what Construct 3 is, its event-driven architecture, and its place in game development. Establishes context for all subsequent editor work.
Chapter 2HideHide detailsSee detailsObjects, Sprites, and the Layout Editor
Objects, Sprites, and the Layout Editor
Lesson 1 • Understanding Object Types
Differentiates Sprite, TiledBackground, Text, and other built-in object types. Choosing the right type is essential for efficient scene construction.
Lesson 2 • Sprite Animation Editor
Teaches creating, importing, and timing sprite animation frames. Animated sprites are used in every game project from this chapter onward.
Lesson 3 • Placing and Transforming Objects
Covers inserting objects, using the transform handles, and snapping tools. Precise placement skills underpin every layout built in later chapters.
Lesson 4 • Object Instances and Instance Variables
Explains the difference between object types and instances, and adds per-instance data. This concept is required for all event-driven logic ahead.
Lesson 5 • Families and Object Groups
Introduces Families for grouping related object types under shared behaviours and variables. Reduces redundant events in complex projects.
Chapter 3HideHide detailsSee detailsEvent Sheets and Game Logic
Event Sheets and Game Logic
Lesson 1 • System Conditions and Actions
Covers the System object's built-in conditions and actions for timing, layout control, and global state. These are used in virtually every project.
Lesson 2 • Event Sheet Organisation
Applies groups, comments, includes, and naming conventions to keep sheets readable. Well-organised sheets are mandatory for team and large-scale projects.
Lesson 3 • Anatomy of an Event
Breaks down conditions, actions, and sub-events with concrete examples. Understanding event structure is the prerequisite for all logic chapters.
Lesson 4 • Input Handling
Implements keyboard, mouse, and touch input using dedicated input objects. Proper input handling is required before any interactive game can function.
Lesson 5 • Functions and Reusable Logic
Teaches defining and calling Functions to eliminate repeated event blocks. Reusable logic is essential for maintainable projects in later chapters.
Chapter 4HideHide detailsSee detailsBehaviours and Physics
Behaviours and Physics
Lesson 1 • Physics Behaviour Deep Dive
Configures the Box2D-based Physics behaviour for realistic collisions and forces. Physics objects interact with all other behaviours introduced in this section.
Lesson 2 • Scroll, Camera, and Anchor Behaviours
Uses ScrollTo, Anchor, and Bound-to-Layout behaviours to control the viewport. Camera control is required for any game larger than one screen.
Lesson 3 • Core Movement Behaviours
Covers 8-Direction, Platform, and Bullet behaviours with their key properties. These behaviours form the movement foundation for most 2D game genres.
Lesson 4 • Custom Behaviour Creation
Builds reusable custom behaviours using the Behaviour SDK and event-based logic. Custom behaviours extend the engine for project-specific mechanics.
Lesson 5 • Pathfinding and AI Behaviours
Implements Pathfinding and Line-of-Sight behaviours for enemy and NPC movement. These behaviours depend on layout structure covered in Chapter 2.
Chapter 5HideHide detailsSee detailsVariables, Expressions, and Data
Variables, Expressions, and Data
Lesson 1 • Variable Types and Scope
Distinguishes global, local, and instance variables by scope and lifetime. Correct scope selection prevents data bugs in all subsequent projects.
Lesson 2 • Arrays for Structured Data
Creates and manipulates 1D, 2D, and 3D arrays for grids, inventories, and maps. Arrays are the primary data structure for tile-based and RPG systems.
Lesson 3 • Saving and Loading Game State
Implements save and load systems using LocalStorage and the Save/Load plugin. Students build a complete persistent save system for a sample game.
Lesson 4 • Expressions and the Expression Editor
Builds numeric, string, and boolean expressions using the Expression Editor. Expressions power every dynamic value in conditions and actions.
Lesson 5 • Dictionaries and JSON Data
Uses the Dictionary object and JSON expressions for key-value storage and external data. JSON integration enables save systems and API data handling.
Chapter 6HideHide detailsSee detailsAudio, UI, and Visual Effects
Audio, UI, and Visual Effects
Lesson 1 • Audio Integration and Management
Imports and plays music and sound effects using the Audio object with volume and tag control. Audio management is required for any shippable game project.
Lesson 2 • Shader Effects and Blend Modes
Applies built-in shader effects and blend modes to objects and layers for visual depth. Shaders are used in the advanced chapter for dynamic lighting.
Lesson 3 • Particle Systems and Effects
Configures the Particles object for explosions, smoke, and ambient effects. Particle systems add visual polish without significant performance cost.
Lesson 4 • Transitions and Screen Animations
Creates layout transitions and animated UI elements using Tweens and the Timeline editor. Smooth transitions elevate perceived game quality significantly.
Lesson 5 • Building HUD and Menu Systems
Constructs heads-up displays and menus using Text, Sprite, and Button objects on UI layers. UI systems built here are extended in the advanced chapter.
Chapter 7HideHide detailsSee detailsAdvanced Game Systems and Architecture
Advanced Game Systems and Architecture
Lesson 1 • Performance Optimisation Strategies
Profiles frame rate, reduces draw calls, and manages object counts for smooth gameplay. Optimisation skills are critical before any public release.
Lesson 2 • Multiplayer with Construct 3
Implements peer-to-peer multiplayer using the built-in Multiplayer object and signalling. Multiplayer architecture requires mastery of all prior event concepts.
Lesson 3 • Third-Party Plugin Integration
Installs and uses community and official plugins to extend engine capabilities. Plugin integration is required for features beyond the built-in object set.
Lesson 4 • State Machines in Events
Implements finite state machines using instance variables and event groups for enemy and player logic. State machines prevent spaghetti event sheets.
Lesson 5 • Procedural Generation Techniques
Generates levels, rooms, and content dynamically using arrays, random expressions, and spawn events. Procedural systems extend replayability significantly.
Chapter 8HideHide detailsSee detailsPublishing and Deployment
Publishing and Deployment
Lesson 1 • Mobile App Store Submission
Packages a Cordova build and walks through app store submission requirements. Students produce a signed APK and IPA ready for store review.
Lesson 2 • Post-Launch Updates and Patching
Manages version increments, hotfixes, and player communication after launch. Ongoing maintenance skills ensure long-term game health and player retention.
Lesson 3 • Publishing to Web Platforms
Uploads an HTML5 build to itch.io, game portals, and self-hosted servers. Web publishing is the fastest path to a live, playable audience.
Lesson 4 • Export Targets Overview
Compares HTML5, NW.js, Cordova, and other export targets by platform and use case. Choosing the correct target determines the entire packaging workflow.
Lesson 5 • Configuring Build Settings
Sets icons, splash screens, version numbers, and platform permissions before export. Correct build configuration prevents rejection on distribution platforms.
Your valid completion certificate
This course is for you:
Hobbyist: wants to turn a personal game idea into a playable reality.
Career changer: seeking an entry point into the game development industry.
Educator: looking to teach interactive media without a coding-heavy curriculum.
Graphic designer: ready to animate and ship original game projects independently.
Entrepreneur: planning to self-publish casual games as a revenue stream.
Student: building a portfolio before applying to game design programmes or studios.
What our students say
Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful 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 way videos are presented and transcribed, which speeds up the process!

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

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