warming up your workspace

Game Development

Learn C# through game systems you can reason about. Build from a game loop and collisions to movement, enemies, worlds, and a complete browser game.

What helps

Basic algebra and coordinates help with movement and geometry. Programming Foundations are available before the first game project.

C# pathway

Programming Foundations / Practice rooms / Track curriculum and enrollment

  1. Pong from the Game Loop Up

    Build a replayable Pong match by connecting fixed-step timing, responsive paddle control, discrete contact, shaped bounces, scoring, seeded serves and point phases. Inspect complete state and event traces while keeping rendering separate from simulation.

    • Time Is Part of the Game: 5 lessons
    • Build a Paddle That Feels Deliberate: 5 lessons
    • Make Contact Mean Something: 5 lessons
    • Turn Misses into a Rally State Machine: 5 lessons
    • Assemble a Replayable Match: 5 lessons
  2. Breakout and Collision Geometry

    Build a deterministic Breakout level from broad-phase candidates, exact circle contact, ordered swept responses, brick health, drops and effects, lives and inspectable replay state.

    • Bounds Before Collisions: 5 lessons
    • Contact Has Direction: 5 lessons
    • Catch What Crossed Between Frames: 5 lessons
    • State Beyond the Bounce: 5 lessons
    • Assemble and Inspect the Level: 5 lessons
  3. A Responsive Platformer Controller

    Compose a responsive controller from gravity, slope tangents, jump timing, ground and air response, translating supports, drop-through, checkpoints and adjustable profiles, with input-attributed replay evidence.

    • Fall, Probe, and Land: 5 lessons
    • Make Intent Survive Human Timing: 5 lessons
    • Tune Response, Not Just Speed: 5 lessons
    • Move with the World Without Losing Yourself: 5 lessons
    • Measure the Controller You Built: 5 lessons
  4. Animation and Game Feel

    Connect animation state, continuous pose phases, impact timing, live particles, sound requests and camera framing. Build a deterministic scene with independent effect controls and trace each effect to its source event.

    • Animation Follows State: 5 lessons
    • Write Motion as a Phrase: 5 lessons
    • Make Impact Causal: 5 lessons
    • Budget the Supporting Cast: 5 lessons
    • Keep Feedback Legible for More Players: 5 lessons
  5. Enemy Minds and Combat

    Build an enemy that senses and remembers targets, chooses known goals, steers, and fights through explicit attack windows. Trace legal state changes, actor-specific health, once-per-attack hits and applied difficulty settings in a replayable encounter.

    • Make Enemy State Explicit: 5 lessons
    • Perception Is Evidence, Not Omniscience: 5 lessons
    • Move Toward a Reasoned Target: 5 lessons
    • Make Combat Windows Exact: 5 lessons
    • Prove Why the Enemy Acted: 5 lessons
  6. Paths, Waves, and Tower Defence

    Build a tower-defence encounter that connects weighted grid routing, scheduled and deferred enemies, target policy, projectile interception and contact, legal purchases, independent slow effects, unique rewards/leaks and an audited replay.

    • Turn a Map into a Graph: 5 lessons
    • Search Without Hiding the Search: 5 lessons
    • Aim at Where the Target Will Be: 5 lessons
    • Schedule Pressure and Account for Every Coin: 5 lessons
    • Defend, Measure, and Audit: 5 lessons
  7. Procedural Dungeons

    Build a seeded dungeon from room layouts and cave updates, repair all floor components, place content under budget and spacing rules, and inspect the map, routes, stage history and replay evidence.

    • Variation You Can Reproduce: 5 lessons
    • Carve Structure Before Decoration: 5 lessons
    • Grow Caves, Then Prove They Connect: 5 lessons
    • Place Content Under Constraints: 5 lessons
    • Publish the Seed and Its Evidence: 5 lessons
  8. Inventory, Dialogue, and Saving

    Build item-specific inventory and crafting, equip owned instances, connect dialogue and quest rewards, retain complete action history, and verify versioned save migration and recovery.

    • Inventory Snapshots and Stack Operations: 5 lessons
    • Crafting Previews and Transaction Records: 5 lessons
    • Conversation Changes World State: 5 lessons
    • A Save Is a Versioned Protocol: 5 lessons
    • Prove the Whole Player-State Journey: 5 lessons
  9. Performance and Data-Oriented Worlds

    Build reusable object pools, coherent spatial queries, bounded motion scheduling and dense component storage; assemble a replayable crowded world with actual state, trace-derived integrity checks and optional measured frame-time observations.

    • Control Object Lifetime Before Optimizing Math: 5 lessons
    • Ask Nearby Space, Not the Whole World: 5 lessons
    • Schedule Work Across Frames: 5 lessons
    • Make Memory Layout Match the Work: 5 lessons
    • Ship a Crowded World With Evidence: 5 lessons
  10. Complete Browser Game: Signal Courier

    Design, implement, balance, make accessible, test, and publish Signal Courier: a deterministic top-down extraction game whose controls, combat, content, progression, performance, replay, and release evidence all run in the browser.

    • Turn a Game Pitch Into Executable Rules: 5 lessons
    • Make Every Frame of the Core Loop Explainable: 5 lessons
    • Build Tension Without Breaking the Rules: 5 lessons
    • Make Challenge Legible and Controllable: 5 lessons
    • Release a Game You Can Defend: 5 lessons