Course overview

How to design Video Games

43 modules
174 lessons
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Part 1

Course Setup and the Incremental Ladder

  1. Course Setup and the Incremental LadderSign in

  2. Why "Pixels to Worlds"Sign in

  3. How to Use This CourseSign in

  4. The Incremental Ladder (Step 0 to Step 7)Sign in

  5. The Course LensesSign in

  6. Diagram Legend and Notation TypesSign in

Part 2

What Is a Game System?

  1. What Is a Game System?Sign in

  2. Games as Simulations and State MachinesSign in

  3. Input -> Simulation -> RenderingSign in

  4. Engine, Gameplay, Tools, ContentSign in

Part 3

Time, Frames, and Game Loops

  1. Time, Frames, and Game LoopsSign in

  2. Real Time vs Game TimeSign in

  3. Fixed, Variable, and Hybrid TimestepsSign in

  4. Frame Pacing and BudgetsSign in

Part 4

Coordinate Systems and 2D/3D Math

  1. Coordinate Systems and 2D/3D MathSign in

  2. Vectors, Matrices, TransformsSign in

  3. Spaces and ConversionsSign in

  4. Spatial Reasoning as an Engineering SkillSign in

Part 5

Diagramming Game Architectures

  1. Diagramming Game ArchitecturesSign in

  2. Loop and Update-Order DiagramsSign in

  3. Scene Graphs and Entity GraphsSign in

  4. System DiagramsSign in

Part 6

Input, Update, Render: The Core Cycle

  1. Input, Update, Render: The Core CycleSign in

  2. Input ModelsSign in

  3. Separating Input and SimulationSign in

  4. Rendering Sprites and BackgroundsSign in

Part 7

Time Steps and Determinism

  1. Time Steps and DeterminismSign in

  2. Fixed Timestep LogicSign in

  3. Delta Time PitfallsSign in

  4. When Determinism MattersSign in

Part 8

A Simple 2D Arcade Game

  1. A Simple 2D Arcade GameSign in

  2. Minimal ArchitectureSign in

  3. Simple Collision and ResponsesSign in

  4. Extensibility Without Over-EngineeringSign in

Part 9

2D Coordinate Systems, Layers, and Cameras

  1. 2D Coordinate Systems, Layers, and CamerasSign in

  2. World vs Screen CoordinatesSign in

  3. Parallax and Layered WorldsSign in

  4. Camera MovementSign in

Part 10

Tiles, Grids, and Platforms

  1. Tiles, Grids, and PlatformsSign in

  2. Tile Maps as DataSign in

  3. Platformer Collision ResolutionSign in

  4. Integrating Tiles with EntitiesSign in

Part 11

2D Collision Systems

  1. 2D Collision SystemsSign in

  2. Shapes and Overlap TestsSign in

  3. Broad Phase vs Narrow PhaseSign in

  4. Triggers, Hitboxes, HurtboxesSign in

Part 12

Scene and State Management

  1. Scene and State ManagementSign in

  2. Scene Stacks and TransitionsSign in

  3. Cutscenes and Scripted SequencesSign in

  4. Restarts and CheckpointsSign in

Part 13

UI, HUDs, and Layout Systems

  1. UI, HUDs, and Layout SystemsSign in

  2. UI Space vs World SpaceSign in

  3. Layout and ScalingSign in

  4. Input RoutingSign in

Part 14

Saving, Loading, and Persistence

  1. Saving, Loading, and PersistenceSign in

  2. Serializing State and ProgressSign in

  3. Checkpoints vs SnapshotsSign in

  4. Save Data VersioningSign in

Part 15

3D Coordinate Systems and Transforms

  1. 3D Coordinate Systems and TransformsSign in

  2. 3D Math PrimitivesSign in

  3. Model/View/ProjectionSign in

  4. Space TaxonomySign in

Part 16

Cameras, Projections, and View Frustums

  1. Cameras, Projections, and View FrustumsSign in

  2. Perspective vs OrthographicSign in

  3. Camera RigsSign in

  4. Visibility and CullingSign in

Part 17

Meshes, Materials, and Lighting

  1. Meshes, Materials, and LightingSign in

  2. Mesh Data and AttributesSign in

  3. Materials and ShadersSign in

  4. Lighting and ShadowsSign in

Part 18

3D Movement and Controls

  1. 3D Movement and ControlsSign in

  2. Locomotion in 3DSign in

  3. Camera-Relative ControlsSign in

  4. Uneven Terrain and ObstaclesSign in

Part 19

Entity Models: OO vs ECS

  1. Entity Models: OO vs ECSSign in

  2. Game Objects and ComponentsSign in

  3. ECS Trade-offsSign in

  4. Messaging and EventsSign in

Part 20

Physics Engines and Simulation

  1. Physics Engines and SimulationSign in

  2. Rigid Bodies and ForcesSign in

  3. Collision Shapes and MaterialsSign in

  4. Tuning for FunSign in

Part 21

Animation Systems

  1. Animation SystemsSign in

  2. 2D Animation: Flipbooks, Transitions, and Layering Animation With Gameplay StateSign in

  3. Skeletal Animation: Rigs, Skinning, and Pipeline ConsistencySign in

  4. Blend Trees and IK Basics: Control Systems for MotionSign in

Part 22

AI Basics: Behavior and Decision Making

  1. AI Basics: Behavior and Decision MakingSign in

  2. FSMs for Enemies: Predictable Behavior With Clear Debugging BoundariesSign in

  3. Behavior Trees and GOAP: Scaling Decision Logic and Handling Combinatoric BehaviorsSign in

  4. Scripts, Data-Driven, and ML-Based Behavior: Choosing the Right Abstraction and Safety LimitsSign in

Part 23

Navigation and Pathfinding

  1. Navigation and PathfindingSign in

  2. Grids vs Navmeshes: Modeling Walkable Space and the Cost of AuthoringSign in

  3. A* and Variants: Heuristics, Performance, and Failure CasesSign in

  4. Dynamic Worlds: Obstacles, Crowds, Steering Behaviors, and Preventing Jittery MotionSign in

Part 24

Level Design and World Structure

  1. Level Design and World StructureSign in

  2. World Structures: Linear, Hub, Open-World, Sandbox and How They Shape SystemsSign in

  3. Pacing and Guidance: Difficulty Curves, Signposting, and Systemic Player LearningSign in

  4. Encounters and Set Pieces: Scripting Versus Systemic Composition and ReuseSign in

Part 25

Assets: Art, Audio, and Data

  1. Assets: Art, Audio, and DataSign in

  2. Art Asset Types: Sprites, Meshes, Textures, Shaders and How Constraints Propagate to RuntimeSign in

  3. Audio Systems: SFX, Music, Mixing, and Reactive Audio as Gameplay FeedbackSign in

  4. Data Schemas: Items, Quests, Enemies, Progression and Why Data Modeling Is a Design ActSign in

Part 26

Editors, Tools, and Workflows

  1. Editors, Tools, and WorkflowsSign in

  2. Level Editors and In-Engine Tools: Authoring as Part of the Product, Not an AfterthoughtSign in

  3. Data-Driven Design vs Hardcoding: Iteration Speed and Risk ContainmentSign in

  4. Collaboration for Content: Version Control, Merges, and Workflows for Non-ProgrammersSign in

Part 27

Build Systems and Content Packaging

  1. Build Systems and Content PackagingSign in

  2. Import, Compression, Bundling: The Asset Pipeline as a Compiler for ContentSign in

  3. Incremental Builds and Hot Reload: Iteration Time as a Strategic AdvantageSign in

  4. Platform Packaging, Patches, DLC: Shipping and Updating Content SafelySign in

Part 28

Modding, Extensibility, and Scripting

  1. Modding, Extensibility, and ScriptingSign in

  2. Scripting for Game Logic: Why Scripting Boundaries Exist and How They Constrain Engine APIsSign in

  3. Modder-Facing APIs: Stability, Safety, and Enabling Creativity Without Breaking SavesSign in

  4. Sandboxing and Compatibility: Community Pipelines, Trust Boundaries, and Long-Term MaintenanceSign in

Part 29

Multiplayer Models and Architectures

  1. Multiplayer Models and ArchitecturesSign in

  2. Game Modes: Co-op, Competitive, Persistent Worlds and Their System ConsequencesSign in

  3. Client-Server, Lockstep, Peer-to-Peer: Architecture Choices and the Failure/Cheat Surfaces They CreateSign in

  4. Trust Boundaries: Authority, Validation, and Designing Against Cheating at a High LevelSign in

Part 30

State, Lag, and Synchronization

  1. State, Lag, and SynchronizationSign in

  2. Replication Basics: Snapshotting, Deltas, and Bandwidth as a Hard BudgetSign in

  3. Prediction and Reconciliation: Making Latency Survivable Without Breaking FairnessSign in

  4. Tick Rates and Scalability: Balancing Responsiveness, Cost, and CorrectnessSign in

Part 31

Matchmaking, Sessions, and Persistence

  1. Matchmaking, Sessions, and PersistenceSign in

  2. Lobbies and Sessions: Lifecycle Management and Failure HandlingSign in

  3. Progress and Inventory Persistence: Consistency, Rollback, and Player TrustSign in

  4. Cross-Play and Cross-Progression: Platform Constraints and Identity BoundariesSign in

Part 32

Online Services and Live Features

  1. Online Services and Live FeaturesSign in

  2. Leaderboards and Social Systems: Fairness, Abuse Surfaces, and IntegritySign in

  3. Telemetry and Experiments: Analytics and A/B Testing Without Compromising GameplaySign in

  4. Live Events and Seasons: Content Rollout Pipelines and Operational ReadinessSign in

Part 33

Security and Abuse Prevention

  1. Security and Abuse PreventionSign in

  2. Anti-Cheat Strategies: Client Hardening, Server Authority, and Trade-offsSign in

  3. Rate Limiting and Moderation Tools: Abuse Detection, Enforcement, and Player SafetySign in

  4. Privacy and Compliance Basics: Data Minimization and Operational Constraints for Live GamesSign in

Part 34

Game Engine Architecture

  1. Game Engine ArchitectureSign in

  2. Core Subsystems: Rendering, Physics, Audio, Input, Scripting, UI, and How They CoordinateSign in

  3. The Main Loop with Many Systems: Update Ordering, Dependencies, and Debug VisibilitySign in

  4. Plugins and Extensibility: Evolving Engines Without Rewriting the WorldSign in

Part 35

Cross-Platform Design and Performance Budgets

  1. Cross-Platform Design and Performance BudgetsSign in

  2. Platform Differences: PC, Console, Mobile, Web, and What They Imply for ArchitectureSign in

  3. CPU, GPU, and Memory Budgets: Planning for Bottlenecks Rather Than Reacting to ThemSign in

  4. Input, Resolution, and Profiles: Device Variability and Maintaining Consistent FeelSign in

Part 36

Telemetry, Balancing, and Live Ops

  1. Telemetry, Balancing, and Live OpsSign in

  2. Instrumentation for Decisions: Measuring What Players Experience, Not Just What Code DoesSign in

  3. Balancing Systems: Rewards, Difficulty, Economies, and Designing for ChangeSign in

  4. Live Ops Operations: Deployments, Rollbacks, Incident Handling, and Sustaining UptimeSign in

Part 37

Production, Teams, and Pipelines

  1. Production, Teams, and PipelinesSign in

  2. Roles and Interfaces: Engineering, Design, Art, Audio, QA, Production, and How Work FlowsSign in

  3. Milestones and Deliverables: Prototypes, Vertical Slices, Alpha, Beta, Launch as Risk-Reduction StepsSign in

  4. Technical Debt and Roadmaps: Refactoring, Post-Launch Plans, and Sustaining VelocitySign in

Part 38

Ethically Designing Engagement and Monetization

  1. Ethically Designing Engagement and MonetizationSign in

  2. Player-First Design: Avoiding Exploitative Patterns and Designing for Long-Term TrustSign in

  3. Monetization Models: Cosmetic Versus Gameplay-Affecting and the Systems They Force You to BuildSign in

  4. Communities and Reputation: Moderation, Communication, and Why Ethics Is Operational WorkSign in

Part 39

Game Loop and Simulation Patterns

  1. Game Loop and Simulation PatternsSign in

  2. Timesteps and Sampling: Fixed/Variable, Interpolation/Extrapolation, and Their ArtifactsSign in

  3. Determinism Strategies: Deterministic Cores, Non-Deterministic Edges, and Debugging BenefitsSign in

  4. Time Control Systems: Pausing, Time Scaling, Rewind, and the Architectural PrerequisitesSign in

Part 40

Architectural Patterns in Games

  1. Architectural Patterns in GamesSign in

  2. Scene Graph vs ECS vs Data-Oriented: Choosing a World Model That Matches Scale and ToolingSign in

  3. Service Locator, Event Bus, DI: Dependency Patterns as Engine-Scale Coordination ToolsSign in

  4. Scripting Boundaries and Engine APIs: Designing Stable Surfaces for Gameplay and ModsSign in

Part 41

UX, Feedback, and Game Feel

  1. UX, Feedback, and Game FeelSign in

  2. Responsiveness: Input Buffering, Latency Masking, and Perceived ControlSign in

  3. "Juice" as System Design: Particles, Screen Shake, Sound, Haptics, and Budget-Aware ImplementationSign in

  4. Accessibility and Options: Remapping, Difficulty, Visual/Audio Aids as First-Class FeaturesSign in

Part 42

Performance, Profiling, and Optimization

  1. Performance, Profiling, and OptimizationSign in

  2. CPU vs GPU Bottlenecks: Identifying the Limiter and Avoiding the Wrong OptimizationsSign in

  3. Profiling and Hot Paths: Tools, Measurement Discipline, and Optimization PrioritiesSign in

  4. Content-Side Optimization: LODs, Draw Calls, Occlusion, and Why Content Is Often the BottleneckSign in

Part 43

Reusable Patterns for Game Systems

  1. Reusable Patterns for Game SystemsSign in

  2. Common Systems: Inventory, Quests, Dialogue, Progression, and Their Data ModelsSign in

  3. State Machines, Timelines, Events: Reusable Control Patterns Across GenresSign in

  4. Portability of Patterns: Reusing Systems Across Platforms and Genres Without OverfittingSign in