Neon Runner
An endless runner with procedurally generated obstacles. Arvid spent three weeks just getting the physics to feel right. The game uses custom shaders for the neon effect and includes a scoring system tied to player momentum.
Every project here started as an idea in someone's head. Then came the late nights, the debugging sessions, and the moments when everything finally clicked. These aren't portfolio pieces made from templates. They're actual games that our students created while learning how mobile game development actually works.
Our students work on their own projects from week six onwards. Some build puzzle games. Others go for action or strategy. The technical complexity varies, but each one represents someone pushing through challenges and figuring things out.
An endless runner with procedurally generated obstacles. Arvid spent three weeks just getting the physics to feel right. The game uses custom shaders for the neon effect and includes a scoring system tied to player momentum.
A tower defense game where players protect coastal areas from environmental threats. Features wave-based gameplay, upgrade paths, and a resource management system. Siobhan handled all the AI pathfinding herself after the initial tutorial version felt too basic.
A spatial puzzle game inspired by classic block-sliding mechanics but with a twist on gravity direction. Includes 30 handcrafted levels and a level editor. Bogdan implemented an undo system that tracks move history without killing performance.
Most people join our program with a game concept already bouncing around in their heads. Maybe it's a mechanic they've been thinking about for months, or a genre they want to try building themselves.
The first few weeks focus on fundamentals. You can't build the game you want if you don't understand how game loops work, how to handle user input properly, or why performance matters on mobile devices.
Around week six, students start their personal projects. That's when the real learning happens. Because suddenly you're not following along with an instructor anymore. You're making decisions about architecture, solving problems that don't have clear answers in the documentation, and dealing with bugs that make absolutely no sense until they suddenly do.
Each student moves at their own pace, but here's roughly how most projects unfold over the course of our program.
Students pitch their game ideas and get feedback on scope. Is this doable in the time available? Does the core mechanic actually work? We build quick prototypes to test the fun factor before committing to full development. This phase usually takes two weeks and involves a lot of iteration.
This is where students build the actual gameplay systems. Movement controls, combat if relevant, scoring mechanisms. Everything that makes the game function. Most people underestimate how long this takes. Getting something working is one thing. Getting it to feel good is something else entirely.
Once the core systems are solid, students create the actual game content. Levels, challenges, progression systems. This phase reveals whether the game mechanics are actually fun over extended play. Some students discover they need to go back and adjust core systems. That's normal and expected.
The final stretch involves fixing bugs, improving performance on different devices, and adding the details that make a game feel finished. UI improvements, sound effects, particle systems. These small touches make a bigger difference than most beginners expect. Testing happens throughout, but intensifies here.
Our next cohort starts in July 2026. Enrollment opens in April. If you want to spend six months building something you're actually proud of, take a look at what our program covers.
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