
From Code to Creation: Mastering Game Programming Course
Turn your programming skills into fully playable games — from the ground up. This course takes you through every layer of game development, from core maths and real-time systems to AI, shaders, and shipping. Whether you're building your first prototype or levelling up your craft, you'll walk away with the skills and portfolio to prove it.
What you will learn:
Build complete 2D and 3D game systems, including physics, cameras, and character controllers.
Implement A* pathfinding, behaviour trees, and perception systems for intelligent enemy AI.
Apply vector maths, trigonometry, and interpolation to solve real movement and rendering problems.
Integrate audio engines, HUD frameworks, and game-feel techniques for polished player feedback.
Optimise rendering performance using batching, culling, LOD, and memory management strategies.
Configure CI/CD pipelines, version control workflows, and build targets for professional game releases.
How you study practically From Code to Creation: Mastering Game Programming Course
How you practise From Code to Creation: Mastering Game Programming 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.
Course content
8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Game Programming
Foundations of Game Programming
Lesson 1 • Core Language Syntax and Data Types
Covers variables, operators, and control flow in a game-relevant context. Provides the syntax foundation every subsequent chapter depends on.
Lesson 2 • Programming Mindset for Game Developers
Establishes the problem-solving approach unique to game programming. Connects computational thinking to real-time interactive systems.
Lesson 3 • Introduction to Object-Oriented Design
Introduces classes, objects, and encapsulation as tools for modelling game entities. Lays the groundwork for component-based architectures covered later.
Lesson 4 • Setting Up a Game Development Environment
Guides students through installing and configuring tools needed to build and run games. Ensures every student has a working workspace before advancing.
Lesson 5 • Functions and Code Organisation
Teaches modular design through functions and scope management. Prepares students to structure game systems cleanly.
Chapter 2HideHide detailsSee detailsMathematics for Game Worlds
Mathematics for Game Worlds
Lesson 1 • Trigonometry in Movement and Rotation
Uses sine, cosine, and tangent to drive rotation and circular motion. Connects directly to character aiming and projectile arc calculations.
Lesson 2 • Random Numbers and Procedural Variation
Covers pseudo-random generation and seeded randomness for repeatable game content. Prepares students for procedural generation topics in later chapters.
Lesson 3 • Coordinate Systems and Transformations
Explains 2D and 3D coordinate spaces and how objects are positioned in them. Directly enables movement and camera systems taught throughout the course.
Lesson 4 • Vectors and Their Game Applications
Covers vector arithmetic and its use in direction, velocity, and force calculations. Students apply dot and cross products to solve common gameplay problems.
Lesson 5 • Interpolation and Smooth Motion
Teaches linear and non-linear interpolation for smooth transitions. Students implement easing functions used in animation and camera movement.
Chapter 3HideHide detailsSee detailsThe Game Loop and Real-Time Systems
The Game Loop and Real-Time Systems
Lesson 1 • Delta Time and Frame Independence
Explains how delta time decouples game speed from frame rate. Students refactor movement code to behave consistently across hardware.
Lesson 2 • State Machines for Game Logic
Introduces finite state machines as a tool for managing game and entity states. Students implement a character state machine controlling movement and animation.
Lesson 3 • Fixed vs. Variable Timestep Patterns
Compares fixed and variable update strategies and their trade-offs. Prepares students to choose the right pattern for physics and gameplay logic.
Lesson 4 • Anatomy of the Game Loop
Breaks down input, update, and render phases and their execution order. Establishes the heartbeat pattern all subsequent systems depend on.
Lesson 5 • Input Handling Systems
Covers polling and event-driven input models for keyboard, mouse, and gamepad. Students build a reusable input manager that abstracts hardware differences.
Chapter 4HideHide detailsSee details2D Game Systems and Mechanics
2D Game Systems and Mechanics
Lesson 1 • Tilemaps and Level Design Data
Teaches tile-based world construction and efficient rendering of large maps. Students parse tilemap data files to build scrolling game levels.
Lesson 2 • Camera Systems in 2D
Covers follow cameras, parallax scrolling, and viewport clamping. Students build a camera that enhances spatial awareness without disorienting the player.
Lesson 3 • Sprite Rendering and Animation
Covers loading, drawing, and animating sprite sheets in a 2D context. Connects rendering fundamentals to the visual feedback players experience.
Lesson 4 • 2D Physics and Movement
Applies gravity, friction, and impulse to create believable 2D movement. Students implement a platformer character controller using these principles.
Lesson 5 • 2D Collision Detection
Implements AABB and circle collision tests and resolves overlaps correctly. Provides the physics foundation for all interactive 2D gameplay.
Chapter 5HideHide detailsSee details3D Game Programming Fundamentals
3D Game Programming Fundamentals
Lesson 1 • Scene Management and Object Hierarchies
Teaches scene graphs, parent-child transforms, and object lifecycle management. Students organise a 3D scene with dynamic spawning and cleanup.
Lesson 2 • Lighting and Shading Models
Covers ambient, diffuse, and specular lighting and their shader implementations. Students write basic vertex and fragment shaders to control surface appearance.
Lesson 3 • 3D Coordinate Space and Meshes
Introduces vertices, edges, faces, and the rendering pipeline for 3D geometry. Connects 2D transform knowledge to 3D equivalents using matrices.
Lesson 4 • 3D Character Movement and Control
Implements first-person and third-person controller patterns in 3D space. Builds on state machine knowledge to manage movement, jumping, and camera.
Lesson 5 • 3D Collision and Physics Integration
Covers bounding volumes, raycasting, and integrating a physics engine. Students use raycasts for interaction detection and physics for object dynamics.
Chapter 6HideHide detailsSee detailsGame AI and Behaviour Systems
Game AI and Behaviour Systems
Lesson 1 • Steering Behaviours
Implements seek, flee, arrive, and flocking behaviours for autonomous movement. Combines multiple behaviours to produce natural-looking agent motion.
Lesson 2 • Perception and Awareness Systems
Implements line-of-sight, hearing radius, and memory for realistic enemy awareness. Connects perception data to behaviour tree decisions.
Lesson 3 • Behaviour Trees for Enemy AI
Introduces behaviour trees as a scalable alternative to nested state machines. Students build an enemy AI that patrols, detects, chases, and attacks.
Lesson 4 • Difficulty Scaling and AI Tuning
Covers parameter-driven difficulty and dynamic adjustment based on player performance. Students expose AI variables to a tuning interface for rapid iteration.
Lesson 5 • Pathfinding with A* Algorithm
Explains graph search theory and implements A* on a grid and navmesh. Students produce agents that find optimal paths around dynamic obstacles.
Chapter 7HideHide detailsSee detailsAudio, UI, and Player Feedback
Audio, UI, and Player Feedback
Lesson 1 • Menus, Pause, and Game Flow UI
Covers main menu, pause screen, and settings panel implementation. Students manage UI state transitions without disrupting the game loop.
Lesson 2 • Audio Engine Integration
Covers loading, playing, and managing sound effects and music in code. Students implement spatial audio and dynamic mixing for immersive soundscapes.
Lesson 3 • Game Feel and Juice Techniques
Applies screen shake, hit-stop, and particle bursts to amplify player feedback. Students evaluate and tune feedback intensity through rapid playtesting.
Lesson 4 • Procedural and Reactive Audio
Teaches parameter-driven audio that responds to gameplay events and player state. Connects audio design to the game loop update cycle.
Lesson 5 • HUD and In-Game UI Programming
Implements health bars, minimaps, and inventory displays using a UI framework. Students separate UI logic from gameplay logic using the MVC pattern.
Chapter 8HideHide detailsSee detailsPerformance, Optimisation, and Shipping
Performance, Optimisation, and Shipping
Lesson 1 • Memory Management and Asset Streaming
Covers heap allocation patterns, object pooling, and streaming large assets. Students reduce memory spikes that cause hitches during gameplay.
Lesson 2 • Build Pipeline and Platform Targets
Explains build configurations, asset pipelines, and platform-specific settings. Students produce debug and release builds targeting at least two platforms.
Lesson 3 • Rendering Optimisation Techniques
Implements batching, culling, and LOD to reduce GPU workload. Students apply these techniques to maintain target frame rate in complex scenes.
Lesson 4 • Testing, QA, and Launch Readiness
Covers unit testing game systems, regression testing, and pre-launch checklists. Students apply a structured QA process to their capstone project before submission.
Lesson 5 • Profiling and Bottleneck Identification
Covers CPU and GPU profiling tools and how to read flame graphs. Students locate and prioritise the most impactful performance bottlenecks in their projects.
Your valid completion certificate
This course is for you:
Self-taught programmer: ready to apply existing coding skills to game creation.
Computer science student: seeking hands-on game programming beyond academic coursework.
Software developer: looking to pivot into the game industry from another tech field.
Hobbyist game enthusiast: wanting to build original games rather than just play them.
Indie developer: aiming to replace guesswork with structured, professional-grade techniques.
Recent coding bootcamp graduate: eager to specialise and stand out with a game portfolio.
What our students say
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