Choose your language
Video Game Development Course
More than 2 million students worldwide

Video Game Development Course

Turn your passion for games into real development skills by building 2D and 3D projects from the ground up. This course covers everything from game design principles and programming fundamentals to AI systems, audio, and release pipelines. You'll finish with a portfolio-ready game and the technical knowledge to pursue a career in the industry.

Dedika for businesses

What you will learn:

You'll start by learning how professional game studios operate and how to set up a complete development environment. From there, you'll design core gameplay loops, write clean object-oriented code, and build both 2D and 3D games using industry-standard engines. You'll implement enemy AI with pathfinding and behavior trees, add particle effects and post-processing, and optimize your game for real hardware. The course also covers multiplayer networking, monetization models, and accessibility design. By the end, you'll have a published portfolio and a clear action plan for landing your first role in game development.

How you study in practice Video Game Development Course

How you practice Video Game Development 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.

Click here

Course Content

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

Chapter 1See details

Foundations of Game Development

  • Lesson 1 • Core Game Design Vocabulary

    Defines mechanics, dynamics, aesthetics, and player experience terminology. Gives students a shared language for design discussions and documentation.

  • Lesson 2 • Choosing a Game Engine

    Compares leading real-time engines on performance, licensing, and tooling. Students select an appropriate engine for their target platform and project scope.

  • Lesson 3 • The Game Industry Landscape

    Covers studio types, market segments, and career paths in game development. Establishes context for all technical and creative decisions made throughout the course.

  • Lesson 4 • Game Development Pipeline Overview

    Traces a game from concept to ship across pre-production, production, and post-launch phases. Provides the workflow context students will apply in every subsequent chapter.

  • Lesson 5 • Setting Up the Development Environment

    Guides installation of engine, IDE, and version control tools into a functional workspace. Ensures every student can build and run a project before advancing.

Chapter 2See details

Game Design Principles and Documentation

  • Lesson 1 • Mechanics, Rules, and Systems Design

    Breaks down complex game systems into discrete rules and interactions. Students model emergent behavior from simple mechanic combinations.

  • Lesson 2 • Core Gameplay Loop Design

    Defines the primary action-reward cycle that keeps players engaged. Students diagram and validate their loop before committing to full production.

  • Lesson 3 • Rapid Prototyping and Playtesting

    Builds low-fidelity prototypes to validate design assumptions quickly. Introduces structured playtesting methods to gather actionable feedback.

  • Lesson 4 • Player Psychology and Motivation

    Applies motivation theory to design decisions around progression, mastery, and social play. Connects psychological principles directly to mechanic choices.

  • Lesson 5 • Writing the Game Design Document

    Structures a professional GDD covering vision, mechanics, art direction, and scope. Produces a living document teams can reference throughout production.

Chapter 3See details

Programming Fundamentals for Games

  • Lesson 1 • Data Structures for Game Logic

    Introduces arrays, lists, dictionaries, and queues applied to game state management. Students choose appropriate structures for inventory, AI, and level data.

  • Lesson 2 • Scripting Language Essentials

    Covers variables, data types, control flow, and functions in the engine's primary scripting language. Forms the syntax foundation for all game logic written later.

  • Lesson 3 • Design Patterns in Game Code

    Covers singleton, observer, state machine, and object pool patterns common in game codebases. Students apply patterns to reduce coupling and improve scalability.

  • Lesson 4 • Object-Oriented Programming in Games

    Applies classes, inheritance, and encapsulation to game entity design. Students refactor procedural scripts into maintainable OOP structures.

  • Lesson 5 • Game Loop and Update Cycle

    Explains the engine's update loop, fixed timestep, and frame-rate independence. Students implement time-based movement and event handling correctly.

Chapter 4See details

2D Game Development Essentials

  • Lesson 1 • 2D Physics and Collision

    Configures rigidbodies, colliders, and physics materials for realistic 2D interaction. Students implement platformer movement and projectile physics.

  • Lesson 2 • Sprites, Atlases, and Animation

    Covers sprite import settings, texture atlases, and frame-based animation workflows. Students create animated characters ready for gameplay integration.

  • Lesson 3 • Tilemap and Level Design Tools

    Uses engine tilemap editors to build scrolling levels with collision and layering. Connects level design theory from Chapter 2 to practical engine tooling.

  • Lesson 4 • 2D UI and HUD Implementation

    Builds health bars, score displays, and menus using the engine's UI canvas system. Students wire UI elements to game state through scripted data binding.

  • Lesson 5 • Camera Systems and Scrolling

    Implements camera follow, parallax scrolling, and viewport management for 2D games. Ensures smooth player experience across varied level sizes.

Chapter 5See details

3D Game Development Core Skills

  • Lesson 1 • 3D Coordinate Systems and Transforms

    Explains world, local, and screen space alongside position, rotation, and scale transforms. Provides the spatial reasoning required for all 3D object manipulation.

  • Lesson 2 • Lighting and Shadow Systems

    Configures real-time and baked lighting, shadow maps, and ambient occlusion. Students balance visual quality against runtime performance budgets.

  • Lesson 3 • 3D Physics and Raycasting

    Applies 3D colliders, joints, and raycasting for interaction and combat systems. Students implement object pickup, projectile detection, and physics-driven puzzles.

  • Lesson 4 • 3D Character Controller and Animation

    Implements a rigged character with locomotion, jumping, and root motion animation. Connects animator state machines to player input for responsive control.

  • Lesson 5 • Meshes, Materials, and Shaders

    Covers mesh import, UV mapping, PBR material setup, and basic shader graphs. Students create visually consistent assets using physically based rendering workflows.

Chapter 6See details

Game AI and Behavior Systems

  • Lesson 1 • Game Difficulty and AI Tuning

    Balances AI aggression, reaction time, and accuracy across difficulty settings. Students implement dynamic difficulty adjustment tied to player performance metrics.

  • Lesson 2 • Finite State Machines for AI

    Structures enemy behavior as discrete states with defined transitions and conditions. Students build patrol, chase, and attack FSMs for a combat enemy.

  • Lesson 3 • Behavior Trees and Decision Making

    Introduces behavior tree nodes—selectors, sequences, and decorators—for modular AI logic. Students convert an FSM enemy into a behavior tree for improved scalability.

  • Lesson 4 • Pathfinding and Navigation Meshes

    Bakes navigation meshes and implements A* pathfinding for agent movement. Students configure dynamic obstacles and off-mesh links for complex environments.

  • Lesson 5 • Perception and Sensing Systems

    Implements sight cones, hearing radii, and memory for realistic enemy awareness. Connects perception data to AI decision-making pipelines.

Chapter 7See details

Audio, Visual Effects, and Polish

  • Lesson 1 • Animation Events and Game Feel

    Uses animation events, hit-stop, and squash-and-stretch to create satisfying interactions. Students apply game feel principles to combat, movement, and UI transitions.

  • Lesson 2 • Game Audio Architecture

    Designs an audio system with sound effects, music layers, and spatial audio. Students implement an audio manager that handles mixing, ducking, and pooling.

  • Lesson 3 • Screen Shake and Haptic Feedback

    Implements procedural camera shake and controller rumble to reinforce impactful moments. Connects physical feedback to game events for improved game feel.

  • Lesson 4 • Particle Systems and VFX

    Creates explosion, impact, and ambient particle effects using the engine's VFX tools. Students optimize particle budgets to maintain target frame rates.

  • Lesson 5 • Post-Processing and Screen Effects

    Applies bloom, color grading, depth of field, and motion blur via post-processing stacks. Students tune effects to reinforce the game's visual identity without harming performance.

Chapter 8See details

Optimization, Build, and Release

  • Lesson 1 • Platform Build Configuration

    Configures build settings, player settings, and platform-specific quality tiers for PC, console, and mobile. Students produce multi-platform builds from a single project.

  • Lesson 2 • Profiling and Performance Analysis

    Uses engine profilers and GPU frame debuggers to identify CPU, GPU, and memory bottlenecks. Students establish performance budgets before optimizing any system.

  • Lesson 3 • Release Pipeline and Store Submission

    Covers store listing requirements, age rating processes, and automated build pipelines. Students submit a build to a digital storefront and configure a basic CI/CD workflow.

  • Lesson 4 • Code and Asset Optimization

    Refactors hot-path scripts, reduces garbage collection, and compresses audio and mesh assets. Students apply profiler-guided optimization rather than premature tuning.

  • Lesson 5 • Rendering Optimization Techniques

    Applies batching, culling, LOD, and texture compression to reduce draw calls and memory. Students achieve target frame rates on minimum-spec hardware.

Certification

Your valid completion certificate

This course is for you:

  • Hobbyist gamers: ready to shift from playing to actually creating games.

  • Computer science students: wanting to apply coding skills inside real game engines.

  • Graphic designers: curious about adding interactive, game-based work to their practice.

  • Career changers: drawn to the games industry from unrelated professional backgrounds.

  • Indie developers: seeking structured guidance to finish and ship their first title.

  • Recent graduates: looking to build a specialized portfolio for game studio roles.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to switch 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 switch chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the presentation style and video transcription, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

Top trainings

FAQ

Who is Dedika?

Is the certificate valid in 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