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Construct 3 Course
Over 2 million learners across the globe

Construct 3 Course

5

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.

Dedika for businesses

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 practically Construct 3 Course

How you practise Construct 3 Course

For companies looking to train their teams

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course content

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

Chapter 1See details

Getting Started with Construct 3

  • Lesson 1 • Previewing and Exporting Basics

    Teaches in-browser preview, debug mode, and basic export options. Learners 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. Learners structure a multi-layout project correctly from the start.

  • Lesson 3 • Setting Up Your First Project

    Guides learners 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. Learners 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 2See details

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 3See details

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 4See details

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 5See details

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. Learners 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 6See details

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 7See details

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 8See details

Publishing and Deployment

  • Lesson 1 • Mobile App Store Submission

    Packages a Cordova build and walks through app store submission requirements. Learners 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.

Certification

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 my interest without needing to change platforms... I thank you for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
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Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
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Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos help a lot with learning.
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André FelipePrompt Engineering Student

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