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3D Games Course
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3D Games Course

Go from zero to a fully playable 3D game — modelling assets, scripting gameplay, designing levels, and shipping a polished build. This course covers every discipline a real game developer touches, from rigging characters to tuning AI combat encounters. If you've ever wanted to build the games you love, this is where you start.

Dedika for students

What your team will master:

  • Build a complete 3D game from asset creation through final platform deployment.

  • Design and script functional AI enemies, combat systems, and game economy mechanics.

  • Construct modular, lit 3D levels using professional blockout and environment design techniques.

  • Rig, skin, and animate characters with blended locomotion using engine state machines.

  • Apply particle systems, spatial audio, and post-processing to achieve a polished game feel.

  • Profile and optimise rendering, memory, and physics for stable, release-ready performance.

How your team learns in practice 3D Games Course

How your team practises 3D Games Course

Professionals from these companies study at Dedika

ActemiumFR
Nunner LogisticsNL
GT Constructora GeotécnicaCR
Sydel StarBR
Metrô de São PauloBR
Aguas AndinasCL
DSMIN
MeridianbetRS
CDHCN

Course content

8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of 3D Game Development

  • Lesson 1 • Navigating the 3D Editor

    Covers viewport navigation, object selection, and basic scene manipulation tools. Connects spatial concepts to practical editor operations students will use daily.

  • Lesson 2 • Setting Up the Development Environment

    Guides students through installing and configuring a 3D game engine, version control, and project structure. Ensures a consistent workspace before any hands-on work begins.

  • Lesson 3 • Game Engine Architecture Overview

    Examines how a modern game engine organises rendering, physics, audio, and scripting subsystems. Provides context for every tool and workflow introduced later.

  • Lesson 4 • Understanding 3D Space and Coordinates

    Introduces 3D coordinate systems, vectors, and transforms as the mathematical backbone of all 3D scenes. Establishes spatial reasoning skills required throughout the course.

  • Lesson 5 • Real-Time Rendering Pipeline Basics

    Explains how geometry travels from CPU to screen through vertex, rasterization, and fragment stages. Grounds students in rendering concepts that inform material and lighting decisions.

Chapter 2See details

3D Modeling and Asset Creation

  • Lesson 1 • UV Unwrapping and Texel Density

    Covers seam placement, UV island layout, and texel density standards for consistent texture resolution. Prepares assets for the texturing workflow in the next section.

  • Lesson 2 • High-Poly to Low-Poly Baking

    Demonstrates sculpting a high-resolution mesh and baking surface detail onto a low-poly game asset. Bridges artistic quality with real-time performance constraints.

  • Lesson 3 • Polygon Modeling Fundamentals

    Teaches box modelling, edge loops, and topology principles for game-ready meshes. Directly feeds the asset pipeline introduced in Chapter 1.

  • Lesson 4 • Level of Detail and Asset Optimisation

    Explains LOD generation, polygon budgets, and draw call reduction strategies for performant scenes. Directly applies to scene building covered in Chapter 3.

  • Lesson 5 • Texturing and PBR Material Basics

    Introduces physically based rendering texture maps including albedo, roughness, metallic, and normal maps. Links texture creation to the rendering pipeline from Chapter 1.

Chapter 3See details

Scene Design and Level Building

  • Lesson 1 • Navigation Mesh and Pathfinding Setup

    Explains NavMesh generation, agent settings, and obstacle avoidance for AI-traversable levels. Prepares the scene for gameplay systems introduced in Chapter 5.

  • Lesson 2 • Level Design Theory and Blockout

    Covers flow, pacing, and spatial storytelling principles before any art is placed. Establishes design intent that guides all subsequent scene-building decisions.

  • Lesson 3 • Static and Dynamic Lighting Setup

    Covers directional, point, spot, and area lights alongside baked vs. dynamic lighting trade-offs. Connects rendering pipeline knowledge from Chapter 1 to practical scene lighting.

  • Lesson 4 • Modular Kit Construction

    Teaches designing and assembling modular mesh sets that snap together to build varied environments efficiently. Leverages optimised assets from Chapter 2.

  • Lesson 5 • Terrain and Environment Sculpting

    Introduces engine terrain tools for sculpting, painting, and foliage placement in open-world scenes. Expands scene-building beyond interior modular kits.

Chapter 4See details

Scripting Core Gameplay Systems

  • Lesson 1 • Player Input and Character Movement

    Implements input mapping, character controller integration, and frame-rate-independent movement. Directly animates the player character in the level built in Chapter 3.

  • Lesson 2 • Scripting Language and IDE Setup

    Introduces the scripting language syntax, IDE configuration, and debugging tools used in the engine. Establishes coding conventions applied throughout all remaining chapters.

  • Lesson 3 • Object-Oriented Game Architecture

    Applies inheritance, interfaces, and composition patterns to organise game code for scalability. Provides the structural foundation for all gameplay systems built afterwards.

  • Lesson 4 • Collision Detection and Physics Interaction

    Covers rigidbody setup, collision layers, triggers, and physics callbacks for interactive objects. Enables gameplay interactions between the player and scene geometry.

  • Lesson 5 • Game State and Scene Management

    Implements game state machines, scene loading, and persistent data between scenes. Completes the core game loop structure needed before adding advanced systems.

Chapter 5See details

Character Animation and Rigging

  • Lesson 1 • Keyframe Animation Fundamentals

    Introduces the 12 principles of animation applied to game character clips including idle, walk, and run. Produces the animation clips imported into the engine state machine.

  • Lesson 2 • Procedural and Inverse Kinematics

    Applies IK solvers for foot placement, hand targeting, and look-at behaviours to enhance animation realism. Extends the animator controller with runtime procedural adjustments.

  • Lesson 3 • Skinning and Weight Painting

    Teaches envelope weighting, weight painting tools, and corrective shapes for clean deformations. Directly determines animation quality for the clips created next.

  • Lesson 4 • Animation State Machine Integration

    Configures an engine animator controller with states, transitions, and blend trees driven by script parameters. Connects animation assets to the player controller from Chapter 4.

  • Lesson 5 • Skeleton Rigging Principles

    Covers joint placement, bone hierarchy, and naming conventions for game-ready character rigs. Establishes the skeleton structure that drives all subsequent animation work.

Chapter 6See details

AI, Enemies, and Game Mechanics

  • Lesson 1 • Inventory and Pickup Systems

    Creates item data structures, pickup triggers, and an inventory manager for collectible game objects. Extends the trigger and event systems established in Chapter 4.

  • Lesson 2 • Behaviour Trees and AI Decision Making

    Introduces behaviour tree architecture with selectors, sequences, and leaf tasks for enemy logic. Builds on the NavMesh setup from Chapter 3 for AI movement.

  • Lesson 3 • Game Balance and Difficulty Tuning

    Applies data-driven design with tuning tables, difficulty scalars, and playtesting metrics to balance encounters. Synthesises all mechanics built in this chapter into a cohesive experience.

  • Lesson 4 • Health, Damage, and Status Systems

    Builds a modular health component with damage types, resistances, and status effects like stun and poison. Provides the damage model shared by players and enemies alike.

  • Lesson 5 • Enemy Combat and Attack Patterns

    Implements melee and ranged attack logic, hit detection, and attack cooldown systems for enemies. Directly uses collision and physics knowledge from Chapter 4.

Chapter 7See details

Visual Effects, Audio, and Polish

  • Lesson 1 • Spatial Audio and Sound Design

    Implements 3D audio sources, reverb zones, and dynamic mixing for immersive in-game sound. Connects audio events to gameplay triggers established in Chapters 4 and 6.

  • Lesson 2 • Post-Processing and Camera Effects

    Configures bloom, colour grading, depth of field, and screen-space effects to establish visual tone. Applies directly to the camera and lighting setup from Chapter 3.

  • Lesson 3 • Shader and Material Effects

    Uses a visual shader graph to create dissolve, outline, and animated surface effects without writing raw shader code. Extends PBR materials from Chapter 2 with dynamic visual behaviours.

  • Lesson 4 • Game Feel and Juice Techniques

    Applies screen shake, hit stop, controller rumble, and animation squash-stretch to amplify player feedback. Synthesises VFX, audio, and animation into a cohesive polished experience.

  • Lesson 5 • Particle Systems and VFX Graphs

    Covers emitter setup, particle modules, and GPU-based VFX graphs for explosions, fire, and magic effects. Enhances the combat and environment scenes from Chapters 3 and 6.

Chapter 8See details

Optimisation, Build, and Deployment

  • Lesson 1 • Platform-Specific Build Configuration

    Configures build settings, quality tiers, and platform capabilities for PC, console, and mobile targets. Adapts the single project to multiple deployment environments.

  • Lesson 2 • Profiling and Performance Analysis

    Uses CPU, GPU, and memory profilers to identify bottlenecks in rendering, scripting, and physics. Establishes a data-driven optimisation workflow applied throughout this chapter.

  • Lesson 3 • Testing, QA, and Release Pipeline

    Establishes automated testing, bug tracking, and a continuous integration pipeline for reliable builds. Delivers a release-ready build through a structured QA and submission process.

  • Lesson 4 • Rendering Optimisation Techniques

    Applies occlusion culling, static batching, GPU instancing, and texture atlasing to reduce draw calls. Directly improves the scene and assets built in Chapters 2 and 3.

  • Lesson 5 • Memory and Asset Management

    Covers asset bundle design, addressable loading, and memory pooling to control runtime memory usage. Prevents crashes and hitches on memory-constrained target platforms.

Certification

Your valid completion certificate

This course is for you:

  • Hobbyist gamer: wants to create original games from personal ideas.

  • Computer science student: ready to apply coding skills inside a game engine.

  • Graphic designer: eager to extend visual skills into interactive 3D environments.

  • Career changer: pursuing a junior developer role in the games industry.

  • Indie developer: has a game concept but lacks the technical pipeline knowledge.

  • Animation student: wants to connect rigging and character work to real gameplay.

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