Learning Paths

Modules are the building blocks. Learning paths are curated sequences through them. Pick a path that matches your goal, or build your own.

Every path ends with the Capstone (Module 13) -- build something original using what you learned.

How Paths Work

  • Each path lists modules in recommended order
  • Bold modules are required for the path; italic modules are optional enrichment
  • Time estimate assumes 2-4 hours per module
  • You can mix paths -- do the Foundation path, then switch to Combat or Strategy
  • Prerequisites are always respected (if a module needs Module 2, the path includes Module 2 first)

Path 1 Foundation (Start Here)

The original bootcamp sequence. Covers the core of game development in 4 genres that build on each other.

Best for: First-timers. Do this path first, then branch into any other.

  1. Module 01 Pong Game loop, input, collision, state
  2. Module 02 Platformer Gravity, tilemaps, game feel
  3. Module 03 Top-Down Shooter Entity management, AI, pooling
  4. Module 04 Endless Runner Procedural generation, difficulty curves
  5. Module 13 Capstone Build your own

5 modules ~5 modules, 10 weeks at 1 module per 2 weeks

Path 2 The Full 2D Journey

Every 2D genre in the course, sequenced so each builds on the last.

Best for: Going deep on 2D game development. A comprehensive education.

  1. Module 01 Pong Fundamentals
  2. Module 02 Platformer Physics, spatial design
  3. Module 03 Top-Down Shooter Entities at scale, AI
  4. Module 04 Endless Runner Procedural generation
  5. Module 05 Puzzle (Tetris) Grid as gameplay
  6. Module 06 Tower Defense Pathfinding, economy
  7. Module 07 Roguelike Dungeons, turn-based
  8. Module 08 Fighting Game Hitboxes, frame data
  9. Module 09 Racing Steering physics
  10. Module 10 Deckbuilder Card systems, turns
  11. Module 13 Capstone Build your own

11 modules ~11 modules, 22 weeks

Path 3 Into the Third Dimension

From 2D fundamentals to 3D game development.

Best for: Developers who want to understand 3D game mechanics.

  1. Module 01 Pong Fundamentals
  2. Module 02 Platformer Physics, character control
  3. Module 03 Top-Down Shooter Entities, projectiles
  4. Module 11 First-Person Game 3D basics, FPS
  5. Module 12 3D Platformer 3D camera, movement
  6. Module 16 Third-Person Shooter Cover, animation blending
  7. Module 19 Walking Simulator Environmental storytelling in 3D
  8. Module 13 Capstone Build your own

8 modules ~7-8 modules, 14-16 weeks

Path 4 Combat Deep Dive

Every flavor of combat, from the simplest to the most complex.

Best for: Understanding how fighting, shooting, and action systems work.

  1. Module 01 Pong Collision, response
  2. Module 03 Top-Down Shooter Projectiles, health, AI
  3. Module 08 Fighting Game Hitboxes, frame data, combos
  4. Module 15 Run and Gun Boss design, co-op
  5. Module 21 Action RPG Loot, stats, stamina, i-frames
  6. Module 33 Survival Horror Scarcity, tension, stalker AI
  7. Module 13 Capstone Build your own

7 modules ~7 modules, 14 weeks

Path 5 Strategy & Systems

Build games where the player thinks and plans rather than reacts.

Best for: Developers who love optimization, economy design, and systemic thinking.

  1. Module 01 Pong Fundamentals
  2. Module 06 Tower Defense Pathfinding, economy, placement
  3. Module 23 Turn-Based Strategy Grid tactics, probability, cover
  4. Module 22 RTS Unit command, fog of war, real-time economy
  5. Module 24 Auto-Battler Drafting, synergies, automated combat
  6. Module 25 4X Strategy Hex grids, tech trees, empire scale
  7. Module 13 Capstone Build your own

7 modules ~6-7 modules, 12-14 weeks

Path 6 Narrative & Story

Games where the story IS the gameplay.

Best for: Developers interested in interactive fiction, dialog systems, and environmental storytelling.

  1. Module 01 Pong Fundamentals
  2. Module 18 Visual Novel Branching narrative, text rendering
  3. Module 17 Point-and-Click Inventory puzzles, dialog trees
  4. Module 19 Walking Simulator Environmental storytelling
  5. Module 20 Turn-Based RPG Party management, stat systems
  6. Module 13 Capstone Build your own

6 modules ~6 modules, 12 weeks

Path 7 Puzzle & Logic

Games built on spatial reasoning, rules, and physics.

Best for: Developers who enjoy elegant systems and constraint-based thinking.

  1. Module 01 Pong Fundamentals
  2. Module 05 Puzzle (Tetris) Grid as gameplay, cascades
  3. Module 26 Sokoban Push mechanics, undo, dead-state detection
  4. Module 02 Platformer Physics basics
  5. Module 27 Physics Puzzle Physics engine, trajectories, destruction
  6. Module 13 Capstone Build your own

6 modules ~6 modules, 12 weeks

Path 8 Roguelike & Procedural

Games that generate themselves -- infinite replayability through systems.

Best for: Developers fascinated by procedural generation, randomness, and emergent design.

  1. Module 01 Pong Fundamentals
  2. Module 02 Platformer Tilemaps, physics
  3. Module 04 Endless Runner Procedural gen, difficulty curves
  4. Module 07 Roguelike Dungeon gen, turn-based, permadeath
  5. Module 10 Deckbuilder Card-based roguelike systems
  6. Module 38 Sandbox Infinite worlds, noise-based generation
  7. Module 13 Capstone Build your own

7 modules ~7 modules, 14 weeks

Path 9 Simulation & Management

Build systems that simulate worlds, economies, and ecosystems.

Best for: Backend developers who love systems design -- this is where your skills transfer most directly.

  1. Module 01 Pong Fundamentals
  2. Module 06 Tower Defense Economy, placement, waves
  3. Module 29 Management/Tycoon Simulation loops, satisfaction, finance
  4. Module 30 Farming/Life Sim Calendar, growth timers, relationships
  5. Module 31 Survival/Crafting Gather-craft-survive, world persistence
  6. Module 34 Idle/Incremental Exponential growth, offline progress
  7. Module 13 Capstone Build your own

7 modules ~6-7 modules, 12-14 weeks

Path 10 Casual & Mobile

Small, accessible games with instant appeal and deep replayability.

Best for: Understanding the design of games that billions of people play.

  1. Module 01 Pong Fundamentals
  2. Module 04 Endless Runner One-button design, difficulty curves
  3. Module 05 Puzzle (Tetris) Grid puzzles, cascades
  4. Module 34 Idle/Incremental Exponential growth, offline progress
  5. Module 32 Rhythm Game Audio sync, timing windows
  6. Module 13 Capstone Build your own

6 modules ~6 modules, 12 weeks

Path 11 Party & Social

Multiplayer games built for the living room, the phone, or the stream.

Best for: Developers interested in social dynamics, multiplayer input, and games that bring people together.

  1. Module 01 Pong Fundamentals (already 2-player!)
  2. Module 35 Party Game Mini-game framework, multiplayer input
  3. Module 36 Trivia Question databases, timers, scoring
  4. Module 37 Social Deduction Hidden roles, voting, information asymmetry
  5. Module 13 Capstone Build your own

5 modules ~5 modules, 10 weeks

Path 12 RPG Spectrum

From turn-based to action, the full range of role-playing game design.

Best for: Understanding stat systems, progression, loot, and the math behind RPGs.

  1. Module 01 Pong Fundamentals
  2. Module 03 Top-Down Shooter Entities, health, AI
  3. Module 07 Roguelike Dungeons, inventory, turns
  4. Module 20 Turn-Based RPG Stats, parties, elemental systems
  5. Module 21 Action RPG Loot, real-time combat, builds
  6. Module 10 Deckbuilder Card-based combat systems
  7. Module 13 Capstone Build your own

7 modules ~7 modules, 14 weeks


Build Your Own Path

Pick any modules that interest you, respecting prerequisites. Use this quick reference:

If you want to learn about... Start with Then try
The absolute basics 01 - Pong 02 - Platformer
Physics and movement 02 - Platformer 09 - Racing, 27 - Physics Puzzle
Combat systems 03 - Shooter 08 - Fighting, 21 - Action RPG
Procedural generation 04 - Runner 07 - Roguelike, 38 - Sandbox
Grid-based games 05 - Puzzle 26 - Sokoban, 23 - TBS
Economy and systems 06 - Tower Defense 29 - Tycoon, 22 - RTS
Story and narrative 18 - Visual Novel 17 - Point-and-Click, 19 - Walking Sim
Multiplayer and social 35 - Party Game 36 - Trivia, 37 - Social Deduction
3D game development 11 - FPS 12 - 3D Platformer, 16 - TPS
Card and board games 10 - Deckbuilder 24 - Auto-Battler
Horror and tension 33 - Survival Horror 31 - Survival/Crafting
Idle and casual 34 - Idle/Incremental 04 - Runner, 32 - Rhythm

Prerequisite Map

Every module's prerequisites at a glance:

Module Requires
01 - Pong None
02 - Platformer 01
03 - Shooter 01
04 - Runner 01, 02
05 - Puzzle 01
06 - Tower Defense 01, 03
07 - Roguelike 02, 04
08 - Fighting 01, 03
09 - Racing 01, 02
10 - Deckbuilder 01
11 - FPS 01, 03
12 - 3D Platformer 02, 11
13 - Capstone Any path
14 - Metroidvania 02, 07
15 - Run and Gun 02, 03
16 - TPS 11, 03
17 - Point-and-Click 01
18 - Visual Novel 01
19 - Walking Simulator 01
20 - Turn-Based RPG 07, 10
21 - Action RPG 03 or 08, 07
22 - RTS 06, 03
23 - Turn-Based Strategy 07, 06
24 - Auto-Battler 06, 10
25 - 4X Strategy 22 or 23, 06
26 - Sokoban 05, 07
27 - Physics Puzzle 02
28 - Sim Racing 09, 02
29 - Tycoon 06, 05
30 - Farming/Life Sim 07, 05
31 - Survival/Crafting 07, 03
32 - Rhythm 01
33 - Survival Horror 07, 03
34 - Idle/Incremental 01
35 - Party Game 01
36 - Trivia 01
37 - Social Deduction 01, 35
38 - Sandbox 31 or 05, 07