
3D Games Course
Go from zero to a fully playable 3D game — modeling 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.
What you will learn:
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 optimize rendering, memory, and physics for stable, release-ready performance.
How you study in practice 3D Games Course
How you practice 3D Games Course
For companies that want to train their team
With Dedika for Business, 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 3D Game Development
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 organizes 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 2HideHide detailsSee details3D Modeling and Asset Creation
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 modeling, 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 Optimization
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 3HideHide detailsSee detailsScene Design and Level Building
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 optimized 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 4HideHide detailsSee detailsScripting Core Gameplay Systems
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 organize game code for scalability. Provides the structural foundation for all gameplay systems built afterward.
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 5HideHide detailsSee detailsCharacter Animation and Rigging
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 behaviors 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 6HideHide detailsSee detailsAI, Enemies, and Game Mechanics
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 • Behavior Trees and AI Decision Making
Introduces behavior 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. Synthesizes 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 7HideHide detailsSee detailsVisual Effects, Audio, and Polish
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, color 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 behaviors.
Lesson 4 • Game Feel and Juice Techniques
Applies screen shake, hit stop, controller rumble, and animation squash-stretch to amplify player feedback. Synthesizes 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 8HideHide detailsSee detailsOptimization, Build, and Deployment
Optimization, 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 optimization 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 Optimization 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.
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.
What our students say
Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to switch platforms... I thank you 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 switch chapters and skip content I don't need.

I like the content and the presentation style and video transcription, which speeds up the process!

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

Top trainings
FAQ
Who is Dedika?
Is the certificate valid in the United States?
Are the courses free?
What is the course workload?
What are the courses like?
How do the courses work?
What is the duration of the courses?
What is the cost or price of the courses?
What is an EAD or online course and how does it work?
PDF Course




















