Courses
Chapter 1 is playable as a guest. Sign up to keep your progress.
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