Courses

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All courses

  • C# Basics for Game Makers

    Go from zero to real C# by making game stuff: health bars, loot, damage and bosses. Write a line, press Run and see what it does.

    143 lessons, about 29 h 55 min

  • C# for Unity

    Take Course 1 skills into Unity: scripts on GameObjects, movement, physics, spawning, UI and data-driven design.

    Planned: C# Power-ups: lambdas, events, generics and try/catch, Hello Unity: GameObjects, components and MonoBehaviour, The Frame Loop: Start, Update and Time.deltaTime, Vectors and Transforms: move, turn, follow, Input and Character Control, Physics: Rigidbody, colliders and triggers.

    Coming soon

  • Git for Game Devs

    Commits, branches, merges and teamwork for game projects, including big art files.

    Planned: Why version control saves projects, Commits: saving snapshots with a message, History: going back in time, Branches: trying ideas safely, Merging and fixing conflicts, GitHub: sharing and backups.

    Coming soon

  • Data Structures and Algorithms for Game Devs

    Pick the right structure and know why: lists, dictionaries, queues, stacks, grids, graphs and Big O, all through game problems.

    156 lessons, about 34 h 3 min

  • Game Programming Patterns in C#

    The code shapes that real games use: game loop, state machines, commands, events, components and object pools.

    Planned: The Game Loop and Fixed Time Steps, Update Method, Command: input, replays and undo, Observer: events and achievements, State: enemy AI and state machines, Component: build objects from parts.

    Coming soon

  • Coding with AI: Be the Senior Dev

    Ask an AI for code, read it, test it and fix what it got wrong.

    Planned: What AI is good at, and where it fails, Asking for code: clear specs, small steps, real constraints, Reading code you did not write, Spot the bug: logic, off-by-one and edge cases, Tests that catch AI mistakes, Slow code: spotting bad Big O in AI answers.

    Coming soon

  • HTML, CSS and JS for Game UI and Browser Games

    Build menus, HUDs and inventories with HTML and CSS, then make full browser games with JavaScript and canvas.

    Planned: HTML: build a main menu and a settings screen, CSS: style HUDs, health bars and buttons, Layout: flexbox and grid for inventories and shops, CSS Animation: damage popups, screen shake and juice, JavaScript for C# people: let, const, functions, arrays, objects, The DOM and Events: clicks, keys and live HUD updates.

    Coming soon

  • Blender for Game Assets

    Make low-poly props, characters and animations that drop straight into a game engine, and learn the budget rules (triangles, texture sizes, scale).

    Planned: Blender Basics: navigation, objects and edit mode, Low-Poly Modeling: crates, barrels and rocks, Modifiers: mirror, bevel, array and boolean, UV Unwrapping, Materials and Textures (PBR basics), Baking: high poly to low poly.

    Coming soon

  • Game Design: Fun, Choices and Players

    Learn why games are fun and how to make them more fun: core loops, choices, levels, enemies, difficulty, feel and playtesting.

    Planned: What Fun Is: patterns, learning and mastery, The Player Experience and Design Lenses, Core Loops and Goals, Meaningful Choices, Paper Prototyping, Playtesting and Iteration.

    Coming soon

  • Game Economy: Sources, Drains and Prices

    Loot, currencies, shops, crafting, markets and XP curves, and how to balance them.

    Planned: Resources, Sources and Drains, Pools, Converters and Traders, Feedback Loops: rich get richer, and catch-up, Probability and Drop Rates, Loot Tables by Value, Shops and Pricing: buy and sell spreads that are never a profit path.

    Coming soon

  • Engine Basics: How Game Engines Work

    Open the hood: game loop timing, vector math, rendering, collision, physics, animation and memory.

    Planned: Inside the Frame: loops, time steps and frame rate, Vector and Matrix Math for Games, Transforms and Cameras, The Rendering Pipeline: from triangle to pixel, Sprites, Meshes and Textures, Collision Detection: circles, boxes and rays.

    Coming soon

  • Databases for Games

    Save players, inventories and leaderboards that survive restarts: SQL, SQLite, schemas and safe queries from C#.

    Planned: Why games need a database: save files vs real storage, Tables, rows and columns: modeling players and items, SELECT, WHERE and ORDER BY: finding your top players, INSERT, UPDATE, DELETE: changing data safely, Keys and relationships: players, inventories and guilds, SQLite from C#: connections and parameters.

    Coming soon

  • Networking and Multiplayer

    How online games talk: clients, servers, packets, lag and cheating, then build a small multiplayer game.

    Planned: How the internet carries a game: IP, ports, TCP and UDP, Client and server: who is in charge of the truth, Sockets in C#: sending your first message, Designing messages: what goes in a packet, The tick: running a server at a fixed rate, Lag: why it happens and how players feel it.

    Coming soon

  • Game AI

    State machines, pathfinding, steering and decision making for enemies and allies.

    Planned: What game AI really is (and is not), Finite state machines: idle, chase, attack, Grids and graphs: how a map looks to an enemy, Pathfinding with A*, Steering: seek, flee, arrive and avoid, Perception: sight, sound and memory.

    Coming soon

  • Graphics and Shaders

    How a frame gets drawn and how to make it look good: meshes, cameras, lighting and your first shaders.

    Planned: How a frame is drawn: the render pipeline, Meshes, vertices and triangles, Cameras and coordinate spaces, Color, textures and UVs, Lighting basics: ambient, diffuse, specular, Your first shader: changing color over time.

    Coming soon

  • Game Audio

    Sound effects, music, mixing and playing audio from code.

    Planned: Why sound sells the hit, Sound effects: when to play, how loud, how often, Variation: pitch and random picks so it never repeats, Music that follows the game: loops and layers, Mixing: buses, ducking and volume settings, 3D sound: distance and direction.

    Coming soon

  • Modding and Server Plugins

    Change games people already play: C# plugins for game servers, hooks, commands, configs and data.

    Planned: What modding is and the rules of each game, How server plugins load: hooks and events, Your first plugin: a chat command, Configs players and admins can change, Saving plugin data, Permissions and admin tools.

    Coming soon

  • Ship Your Game

    Finish, polish and release: builds, store pages, trailers, pricing, launch day and updates.

    Planned: Scope: finishing beats starting, Playtesting and feedback that helps, Polish: the last 10 percent, Builds for Windows, web and mobile, Store pages that sell: itch.io and Steam, Screenshots and trailers.

    Coming soon

  • Final Boss: Make Your Own Game

    Build a complete game from idea to launch, then publish it on the NoobAcademy Arcade for anyone to play.

    Planned: Pitch: one idea, one core loop, a scope you can finish, Prototype: the core loop with boxes and placeholders, Vertical slice: one level that looks and sounds finished, Content: levels, enemies and items, Polish: title screen, settings, sound and game feel, Playtest: three players, real feedback, real fixes.

    Coming soon

  • Real-World Projects

    Build the kind of software people use every day: a web API, a Discord bot, a database app, a server plugin and a desktop tool.

    Planned: Plan like a pro: requirements, scope and a task board, A web API in C#: endpoints, JSON and testing, A Discord bot: commands, events and hosting, A database app: players, scores and safe queries, A game server plugin for a real live server, A desktop tool: a level editor or save-file viewer.

    Coming soon

  • Career Launch: Portfolio and Resume

    A portfolio, a resume and a GitHub profile built from the projects you made here.

    Planned: What studios and companies actually look for, Your portfolio: pick and present your best 3 projects, A GitHub profile that shows your work, Writing a one-page developer resume, Game jams, open source and other proof of skill, Applying: job boards, studios, freelance and internships.

    Coming soon

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