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Make Your Own Game Course
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Make Your Own Game Course

Go from raw idea to finished, publishable game with a complete curriculum that covers design, programming, art, audio, and launch strategy. You will build real systems, test them with real players, and ship a game you are proud of. This is the full game development education you have been looking for.

Dedika for students

What your team will master:

You will learn how to design engaging game mechanics, write a professional game design document, and build levels that challenge and reward players. The course covers programming fundamentals, enemy AI, save systems, and UI implementation with no prior coding experience required. You will develop a visual style, create 2D sprites or 3D assets, and integrate sound design into a cohesive package. Structured playtesting methods will show you how to collect feedback and turn it into targeted improvements. By the end, you will have a launch-ready game and a go-to-market plan.

How your team learns practically Make Your Own Game Course

How your team practises Make Your Own Game 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 • 38 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Game Design Foundations and Mindset

  • Lesson 1 • Game Genres and Their Conventions

    Surveys major game genres and their defining mechanics. Helps students choose a genre that fits their skills and goals.

  • Lesson 2 • Core Design Pillars

    Introduces the pillars of fun, challenge, and reward that anchor every design decision. Connects abstract theory to practical design choices.

  • Lesson 3 • What Makes a Game a Game

    Defines games through rules, goals, feedback, and player agency. Establishes shared vocabulary used throughout the course.

  • Lesson 4 • The Game Design Document

    Teaches how to write a concise game design document (GDD) to capture vision and scope. Provides a template students use in every subsequent chapter.

Chapter 2See details

Core Mechanics and Game Feel

  • Lesson 1 • Designing the Core Game Loop

    Breaks down the action-reward-repeat cycle that keeps players engaged. Students map their own game loop using a structured diagram.

  • Lesson 2 • Balancing Mechanics Early

    Introduces numerical tuning and playtesting to balance difficulty and reward. Students apply basic math to their mechanic parameters.

  • Lesson 3 • Understanding Core Mechanics

    Defines core mechanics as the repeated actions players perform. Shows how mechanics drive all other design decisions.

  • Lesson 4 • Game Feel and Juice

    Covers tactile responsiveness, animation feedback, and audio cues that make mechanics satisfying. Directly improves player retention.

Chapter 3See details

Prototyping Your Game Idea

  • Lesson 1 • Building a Digital Prototype

    Guides students through creating a minimal playable version in their chosen engine. Focuses on testing the core mechanic, not aesthetics.

  • Lesson 2 • Iteration Cycles and Decision Gates

    Introduces structured iteration loops with clear go/no-go criteria. Teaches students when to pivot, persist, or kill a concept.

  • Lesson 3 • Paper Prototyping Techniques

    Teaches card, board, and token-based prototyping to test mechanics without code. Produces a testable physical prototype.

  • Lesson 4 • The Prototyping Mindset

    Establishes fail-fast thinking and the value of cheap, quick experiments. Removes perfectionism as a barrier to iteration.

  • Lesson 5 • Choosing a Game Engine

    Compares major game engines by feature set, learning curve, and target platform. Students select an engine aligned with their project scope.

Chapter 4See details

Level Design and World Building

  • Lesson 1 • Environmental Storytelling

    Uses props, lighting, and layout to convey narrative without text. Reinforces world-building goals established in the GDD.

  • Lesson 2 • Playtesting and Iterating Levels

    Applies structured observation and data collection to refine level layouts. Students revise levels based on tester behaviour.

  • Lesson 3 • Principles of Level Design

    Covers spatial storytelling, flow, and the teach-test-twist framework. Provides the conceptual foundation for all level work.

  • Lesson 4 • Enemy and Obstacle Placement

    Covers strategic placement of enemies and hazards to create tension and pacing variety. Connects placement decisions to difficulty curves.

  • Lesson 5 • Sketching and Blocking Levels

    Teaches top-down sketching and gray-box blocking to plan layouts before detailing. Produces a blocked-out level ready for testing.

Chapter 5See details

Art, Audio, and Visual Style

  • Lesson 1 • Sound Design and Music Integration

    Covers sourcing, editing, and implementing sound effects and background music. Connects audio choices to emotional tone and player feedback.

  • Lesson 2 • Building a Cohesive Style Guide

    Consolidates all visual and audio decisions into a reusable style guide document. Ensures consistency across all future assets.

  • Lesson 3 • Defining Your Visual Style

    Guides students through choosing an art direction that matches genre, audience, and team skill. Produces a visual style reference sheet.

  • Lesson 4 • Creating Game-Ready 2D Art

    Covers sprite creation, animation frames, and asset optimisation for 2D games. Students produce a character sprite sheet.

  • Lesson 5 • Introduction to 3D Assets

    Introduces low-poly modelling, UV unwrapping, and texture baking for 3D games. Keeps scope manageable for solo developers.

Chapter 6See details

Programming Core Game Systems

  • Lesson 1 • Enemy AI and Behavior Systems

    Builds simple AI using state machines and pathfinding. Connects AI behavior to the challenge design established in earlier chapters.

  • Lesson 2 • Player Input and Movement Systems

    Implements keyboard, mouse, and controller input mapped to player movement. Produces a responsive, configurable input system.

  • Lesson 3 • UI and HUD Implementation

    Creates health bars, score displays, menus, and pause screens. Ties UI elements to underlying game data in real time.

  • Lesson 4 • Save Systems and Data Persistence

    Implements save and load functionality to preserve player progress. Covers file-based and preference-based storage approaches.

  • Lesson 5 • Game Programming Fundamentals

    Covers variables, loops, conditionals, and functions as applied to game logic. Assumes no prior coding experience.

Chapter 7See details

Playtesting, Feedback, and Iteration

  • Lesson 1 • Designing a Playtest Session

    Teaches how to set clear test objectives, recruit testers, and prepare test materials. Ensures every session yields actionable data.

  • Lesson 2 • Collecting Quantitative Data

    Introduces in-game metrics, completion rates, and session length tracking. Complements qualitative findings with measurable evidence.

  • Lesson 3 • Prioritizing and Applying Changes

    Teaches triage frameworks to rank feedback by impact and effort. Students produce a prioritized change list and implement top fixes.

  • Lesson 4 • Remote and Asynchronous Playtesting

    Covers tools and methods for gathering feedback without in-person sessions. Expands tester pool beyond local contacts.

  • Lesson 5 • Collecting Qualitative Feedback

    Covers think-aloud protocols, post-session interviews, and written surveys. Produces rich narrative data about player experience.

Chapter 8See details

Publishing, Monetization, and Launch

  • Lesson 1 • Preparing a Release Build

    Covers build optimization, platform-specific settings, and quality assurance checklists. Produces a stable, submission-ready build.

  • Lesson 2 • Post-Launch Support and Updates

    Teaches patch management, player communication, and roadmap planning after release. Sustains player engagement and revenue over time.

  • Lesson 3 • Marketing and Community Building

    Covers pre-launch marketing, social media strategy, and community engagement. Builds an audience before and after launch.

  • Lesson 4 • Monetization Models and Ethics

    Compares premium, free-to-play, and subscription models with ethical considerations. Helps students choose a model aligned with their audience.

  • Lesson 5 • Platform Submission and Requirements

    Guides students through store listing creation, metadata, and submission guidelines for major platforms. Avoids platform-specific legal details.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring indie developers eager to turn personal game concepts into finished products.

  • Career changers from the technology sector wishing to redirect coding skills toward creative game projects.

  • Hobbyist creators ready to move beyond playing games and start designing their own.

  • Art and design students looking to expand their skills into interactive digital experiences.

  • Entrepreneurs with game ideas needing a practical roadmap from concept to market launch.

  • Recent graduates in media seeking hands-on game development skills to enter the industry.

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