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
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
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
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
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
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
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
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
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
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
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