How the programme is structured
The programme runs across 8 levels holding 1 written lesson and 383 more planned, each level at 48 hours. Every level below lists what it covers and what the student walks away having built.
Need the lesson-by-lesson breakdown? Open the full lesson plan — every lesson with its code, type and milestone.
Meet the Godot editor, learn GDScript, and build real 2D games — movement, collisions, UI, animation, sound and tilemaps. By the end of Level 1 you can build and export a small complete 2D game to desktop.
🧭 What this level covers
- A · Meet Godot
- B · GDScript fundamentals
- C · 2D nodes & movement
- D · Collisions & physics 2D
- E · Scenes, instancing & UI
- F · Animation & audio
- G · TileMaps
- H · Capstones
- Assessment
Architecture and game feel, a shaders intro, save/load, and a localdatabase. Plus a full asset-creation strand — make your own pixel art, sound effects and music with free tools (and free AI tooling, used responsibly).
🧭 What this level covers
- A · Architecture
- B · Game feel / juice
- C · Shaders intro
- D · Save/load & settings
- E · Game data & local database
- F · Asset-creation strand
- G · Capstone
- Assessment
Into the third dimension: 3D scenes, physics and lighting, importing models, animation trees, navigation and AI. Includes a 3D asset strand — model in Blender, plus free AI 3D and music tools. Build a complete 3D game.
🧭 What this level covers
- A · 3D basics
- B · 3D movement & physics
- C · Models & materials
- D · Lighting & environment
- E · 3D animation
- F · 3D gameplay systems
- G · 3D asset creation
- H · Capstone
- Assessment
Build online multiplayer with Godot's high-level networking, stand up a game backend and database (Supabase / Nakama) for accounts and leaderboards, then publish to desktop, mobile and web. The capstone is a shipped multiplayer game in your portfolio.
🧭 What this level covers
- A · Networking foundations
- B · Godot high-level multiplayer
- C · Online play
- D · Backend & databases for games
- E · Publishing: desktop & web
- F · Publishing: mobile & stores
- G · Final capstone
- Assessment
Production netcode and backend ops, well beyond L4's intro: authoritative servers, lag compensation, matchmaking, Nakama in depth, leaderboards, anti-cheat and live-ops. Prereq: core L4.
🧭 What this level covers
- A · Netcode foundations
- B · Authoritative servers & state sync
- C · Lag compensation & prediction
- D · Matchmaking, lobbies & rooms
- E · Nakama in depth
- F · Leaderboards, tournaments & social
- G · Anti-cheat & security
- H · Scaling, hosting & live-ops
- Capstone
Godot's shading language in depth, compute shaders, post-processing, advanced lighting / GI, VFX and particles, plus optimisation and profiling. Prereq: core L3.
🧭 What this level covers
- A · Shader foundations
- B · 2D shader effects
- C · 3D shaders & materials
- D · Post-processing & screen effects
- E · Advanced lighting & GI
- F · VFX & particles
- G · Optimisation & profiling
- H · Technical-art pipeline
- Capstone
From finite state machines to behaviour trees and GOAP, steering and flocking, navigation in depth, and procedural generation (noise, dungeons, terrain), with a touch of ML for games. Prereq: core L3.
🧭 What this level covers
- A · AI foundations
- B · Finite state machines
- C · Behaviour trees
- D · Utility & GOAP
- E · Movement & steering
- F · Navigation & pathfinding, deep
- G · Procedural generation
- H · Light ML for games
- Capstone
The full professional shipping pipeline: Android + iOS in depth, store optimisation, ethical monetisation, analytics, accessibility, localisation, porting and marketing a game. Prereq: core L4.
🧭 What this level covers
- A · Production polish
- B · Accessibility & UX
- C · Localisation
- D · Mobile: Android deep
- E · Mobile: iOS deep
- F · Stores & ASO
- G · Monetisation, ethically
- H · Analytics, marketing & launch
- Capstone