4.33
(3 Ratings)
Game Designing Course (Hindi)

Course Features
- Basic To Advance Level Classes
- Theory & Practical Classes
- Daily Pre Recorded Class (Monday To Friday)
- Per Class Duration : 30-60 Minutes
- On Demand Lessons (Only Unique Topic)
- Online Test, Exercise Files & PDF Notes
- Live Support Days : Monday To Friday
- Live Support Timing : 6 Pm To 7 Pm
- Career Guidance
- Portfolio Guidance
Course Content
Introduction
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Introduction to Game Design & Production Pipeline (Pre, Production, Post)
00:00
Pre Production
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Class 1 – Game Genres & Platforms Overview (PC, Console, Mobile, VR)
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Class 2 – Game Storytelling: Narrative Structures, World-Building & Theme
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Class 3 – Character Concept: Traits, Archetypes, Background & Roles
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Class 4 – Environment Design Planning: Moodboards, World Layout, Setting
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Class 5 – Game Mechanics Basics: Player Actions, Controls & Rules
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Class 6 – Game Objectives, Win Conditions & Challenge Design
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Class 7 – Target Course Designed Especially For… Research & Market Positioning
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Class 8 – Level Design Concepts: Flow, Layouts, Obstacles & Rewards
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Class 9 – Introduction to Game Documentation: GDD (Game Design Document)
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Class 10 – Concept Art: Sketching Ideas for Characters, Environments, Props
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Class 11 – Storyboarding: Game Cutscenes, Cinematics & Progression Flow
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Class 12 – Basic UI/UX Planning: Menus, HUD, Icons & Flow Diagrams
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Class 13 – Role of Pre-Production in Team Collaboration & Workflow
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Class 14 – Tools Overview: Miro, Figma, Photoshop, Illustrator, Notion, etc.
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Class 15 – Creating a Professional Game Design Document (GDD)
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Class 16 – Developing Detailed Game Lore & Story Arcs
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Class 17 – Character Sheets: Visual Turnarounds, Traits, Costumes & Weapons
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Class 18 – Environment Concept Design with Depth, Style & Scale Planning
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Class 19 – Playable Level Layouts (Paper Prototypes & Blockouts)
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Class 20 – Designing Enemies, NPCs, Boss Fights & Behavior Concepts
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Class 21 – Creating Item Systems, Power-ups & Crafting Concepts
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Class 22 – Skill Tree, Upgrade Paths & Ability Planning
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Class 23 – In-Game Economy Design: Currency, Shops, Trade Systems
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Class 24 – Cutscene & Dialogue Scripting with Emotion & Branching Paths
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Class 25 – UI Wireframes & Interactive Menus (Navigation Flow)
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Class 26 – Game Branding: Title Design, Splash Screens, Logo Concepts
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Class 27 – Production Scheduling, Milestones & Agile Planning for Teams
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Class 28 – Creating Pitches: Visual Presentation, Mood Reels & Style Guides
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Class 29 – Project 1: Indie Game GDD + Character & Level Concept Art
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Class 30 – Project 2: Mobile Game Pre-Production Pack (UI, Icons, Monetization)
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Class 31 – Project 3: RPG Game World & Narrative Map + Gameplay Flowchart
Adobe Photoshop (Production)
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Class 1 – Introduction to Photoshop for Game Artists (2D/3D/Indie Game Context)
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Class 2 – Understanding Pixels, Resolution, Canvas Size for Games
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Class 3 – Workspace Setup for Game Design Projects
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Class 4 – Move Tool, Layers & Smart Object Basics
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Class 5 – Selection Tools: Lasso, Marquee, Magic Wand, Object Selection
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Class 6 – Brush Tool Basics & Custom Game Art Brushes
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Class 7 – Eraser, Smudge, Blur, Sharpen Tools for Art Refinement
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Class 8 – Color Management: Color Picker, Swatches, Palettes (RGB vs Game Engines)
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Class 9 – Using Layers, Groups, and Layer Masks in Game Asset Creation
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Class 10 – Adjustment Layers for Mood Setting & Color Control
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Class 11 – Shape Tool & Pen Tool Basics for UI Elements
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Class 12 – Text Tool for In-Game Fonts, Titles & Dialog Design
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Class 13 – Saving & Exporting for Game Engines (PNG, PSD, TGA, Texture Atlases)
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Class 14 – Photoshop + Game Engine Workflow (Unity, Unreal – Basics)
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Class 15 – Shortcuts, File Optimization & Best Practices for Game Work
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Class 16 – Creating Character Concept Art Sheets (Front, Side, Back Views)
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Class 17 – Digital Painting Techniques for Fantasy & Sci-Fi Game Characters
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Class 18 – Environment Concept Art: Backgrounds, Game Worlds, Map Design
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Class 19 – Texture Painting for 3D Models (Diffuse, Normal, Specular Basics)
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Class 20 – Sprite Sheet Creation for 2D Character Animation
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Class 21 – Props & Game Item Design (Weapons, Potions, Collectibles)
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Class 22 – Isometric Asset Design for Strategy & RPG Games
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Class 23 – Creating Parallax Backgrounds for 2D Platformers
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Class 24 – User Interface (UI) Design: Menus, HUD, Icons, Buttons
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Class 25 – Designing Game Logo, Splash Screen & Loading Page
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Class 26 – Photo Manipulation for Stylized Game Backgrounds
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Class 27 – Using Photoshop Actions, Filters & Blending Modes for FX Art
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Class 28 – Creating Game Marketing Assets (Posters, Thumbnails, Screenshots)
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Class 29 – Photoshop to Unity/Unreal Pipeline: Asset Optimization
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Class 30 – Project 1: Concept Art for Character + Weapon
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Class 31 – Project 2: UI Design Pack for Mobile Game (HUD, Menu, Pop-up)
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Class 32 – Project 3: Stylized Game Background + Props
3D Modeling And Sculptiong In Blender (Production)
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Class 1 – Intro to Blender 2025 for Game Designers
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Class 2 – Understanding 3D Space, Viewport Navigation & Scene Setup
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Class 3 – Working with Objects: Move, Rotate, Scale, Transform Orientation
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Class 4 – Mesh Basics: Vertices, Edges, Faces & Object vs Edit Mode
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Class 5 – Modeling Primitives: Cube, Sphere, Plane, Cylinder, Torus
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Class 6 – Modifiers Overview: Mirror, Subdivision, Solidify, Boolean
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Class 7 – Extrude, Inset, Bevel & Loop Cut Tools
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Class 8 – Snapping, Axis Locking & Precision Modeling Techniques
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Class 9 – Pivot Points, Origin Adjustments & Transform Tools
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Class 10 – Collections, Outliner & Scene Organization for Game Projects
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Class 11 – Viewport Display, Shading Modes & MatCaps
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Class 12 – Applying Scale, Rotation, and Transform for Game Export Readiness
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Class 13 – Saving, File Formats & Blender Project Organization (BLEND, OBJ, FBX)
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Class 14 – Shortcuts & Workflow Optimization for Game Asset Creation
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Class 15 – Intro to Sculpting Workspace: Tools, Brushes, Navigation
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Class 16 – Dynamic Topology (Dyntopo) vs Multiresolution Workflow
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Class 17 – Blocking Out Game Characters Using Base Meshes
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Class 18 – Sculpting Anatomy for Stylized and Realistic Game Characters
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Class 19 – Cloth, Crease, Grab, Smooth, Snake Hook & Detail Brushes Explained
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Class 20 – Sculpting Game Props: Rocks, Crates, Statues, and Decorative Elements
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Class 21 – Retopology Basics for Game-Optimized Mesh
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Class 22 – High-Poly to Low-Poly Workflow for Game Engines
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Class 23 – UV Unwrapping Techniques for Texture Painting
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Class 24 – Baking Normal Maps, Ambient Occlusion, and Cavity Maps
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Class 25 – Creating Game-Ready Modular Environment Assets (Walls, Doors, Platforms)
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Class 26 – Optimizing Geometry, Polycount & Game Export Settings (FBX/GLTF)
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Class 27 – Blender to Unity/Unreal Export Pipeline for Assets
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Class 28 – Project 1: Low-Poly Game Character with Texture
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Class 29 – Project 2: Stylized Prop (Weapon or Tool) with Sculpted Details
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Class 30 – Project 3: Game Environment Blockout + Modular Assets
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Class 31 – Final Asset Packaging, Exporting & Portfolio Rendering
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Class 32 – Art Station/Sketchfab/Portfolio Presentation for Game Studios
3D Sculptiong In Z Brush (Production)
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Class 1 – Introduction to ZBrush & Its Role in Game Asset Creation
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Class 2 – Understanding ZBrush UI: Navigation, Canvas, and Interface Customization
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Class 3 – Working with Subtools, Lightbox, and Project Files
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Class 4 – Sculpting Basics: Using Standard, Move, Clay, and Smooth Brushes
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Class 5 – Dynamesh Workflow: Blocking Out Base Shapes
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Class 6 – ZRemesher vs Dynamesh – When & Why to Use Them
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Class 7 – Sculpting in Symmetry & Radial Symmetry for Props and Creatures
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Class 8 – Understanding Polygroups & Group Visibility
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Class 9 – Using the Gizmo 3D & Transpose Tool for Transformations
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Class 10 – Masking, Hiding, and Polyframe View for Detail Control
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Class 11 – Custom Brushes, Stroke Types & Alpha Maps Introduction
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Class 12 – Subdivisions & High-Resolution Detailing Workflow
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Class 13 – Saving, Project File Management & Quick Renders
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Class 14 – Exporting Base Meshes & Mid-Poly Models for Game Use
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Class 15 – Character Sculpting Workflow: From Sphere to Full Figure
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Class 16 – Face Anatomy & Expression Sculpting for Game Characters
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Class 17 – Creature Sculpting: Fantasy & Sci-Fi Designs for Games
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Class 18 – Sculpting Game Props: Weapons, Armor, Artifacts
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Class 19 – Hard Surface Sculpting: Mechs, Robots & Mechanical Details
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Class 20 – Clothing & Accessories: Using Extract, ZModeler, and Cloth Brushes
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Class 21 – Custom Alpha Creation for Detailing Surfaces (Skin, Scales, Metal)
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Class 22 – Using Surface Noise, Deformation & Layers for Fine Details
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Class 23 – Retopology Basics for Game Assets (ZRemesher, Manual ZSphere Retopo)
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Class 24 – UV Master Workflow for Game Texture Maps
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Class 25 – Polypainting & Texture Painting Inside ZBrush
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Class 26 – Baking Normal, Displacement & Ambient Occlusion Maps
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Class 27 – Exporting to Substance Painter, Blender, or Game Engines
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Class 28 – Optimizing High-Poly to Low-Poly Game Model Pipeline
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Class 29 – Project 1: Stylized Character Head with Game-Ready Details
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Class 30 – Project 2: Fantasy Weapon + Ornament Sculpt with Texture Baking
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Class 31 – Project 3: Creature Boss Model for Game Showcase
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Class 32 – Final Export (FBX, OBJ) + Map Baking for Unity/Unreal Import
Texuring And Shading In Blender (Production)
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Class 1 – Introduction to Texturing & Shading for Games
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Class 2 – Understanding UV Mapping & Texture Coordinates
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Class 3 – Unwrapping Objects: Smart UV, Manual UV, and UV Editing Tools
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Class 4 – Blender Material Basics: Principled BSDF & Shader Overview
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Class 5 – Applying Image Textures: Diffuse, Roughness, Normal, Alpha
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Class 6 – Using Base Color, Roughness & Metallic for PBR Workflow
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Class 7 – Working with Multiple Materials on a Single Mesh
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Class 8 – Texture Painting Basics: Brush Setup, Paint Slots & Layers
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Class 9 – Stencil & Projection Painting for Detailed Texture Work
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Class 10 – Saving & Exporting Texture Maps (PNG, TGA, JPEG)
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Class 11 – Understanding Texture Resolutions for Game Optimization
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Class 12 – Using Nodes for Simple Color Variation & Detail Enhancement
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Class 13 – UV Packing & Atlas Creation for Game Engines
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Class 14 – Creating PBR Materials with Principled Shader
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Class 15 – Baking Maps: Ambient Occlusion, Normal, Roughness, Emission
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Class 16 – Stylized Texture Painting: Hand-Painting for Fantasy Games
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Class 17 – Creating Dirt, Edge Wear & Grunge Effects
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Class 18 – Making Emissive Materials for Sci-Fi or Magical Assets
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Class 19 – Realistic Metal, Wood, Skin & Fabric Material Creation
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Class 20 – Using Layered Materials for Complex Surfaces (e.g., Rusted Metal)
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Class 21 – Creating Tileable Textures & Seamless Materials
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Class 22 – Procedural Shading Using Noise, Voronoi, and Texture Coordinates
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Class 23 – Creating Glass, Water, and Transparency for In-Game Effects
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Class 24 – Creating Texture Atlas for Multiple Assets (Low Draw Calls)
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Class 25 – Baking High-to-Low Poly Details (Normal, Cavity, AO)
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Class 26 – Exporting PBR Textures for Unity & Unreal Engine (Metal-Rough/Spec-Gloss)
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Class 27 – Project 1: Stylized Prop (Sword or Crate) with Hand-Painted Textures
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Class 28 – Project 2: Realistic Game Asset with Full PBR Workflow
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Class 29 – Project 3: Environment Texture Pack (Ground, Rock, Wood, Foliage)
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Class 30 – Packaging Assets for Game Engines + Texture Optimization Tips
Texuring And Shading In Substains Painter (Production)
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Class 1 – Introduction to Substance Painter for Game Artists
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Class 2 – Understanding PBR Workflow (Metal-Roughness vs Spec-Gloss)
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Class 3 – Substance Painter Interface: Panels, Viewport, Texture Set Workflow
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Class 4 – Importing 3D Models (FBX/OBJ) & Project Setup
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Class 5 – Baking Mesh Maps: Normal, AO, Curvature, Position, Thickness
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Class 6 – Layer System: Fill Layers, Paint Layers, Masking & Channels
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Class 7 – Using Smart Materials, Smart Masks & Generators
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Class 8 – Basic Material Creation: Wood, Metal, Stone, Leather
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Class 9 – Painting on UV vs 3D View: Projection, Stencil & Decal Workflow
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Class 10 – Understanding Channels: Base Color, Roughness, Metallic, Normal, Height
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Class 11 – Creating & Using Custom Alphas, Brushes & Stamps
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Class 12 – Saving, Exporting Maps for Game Engines (Unity/Unreal)
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Class 13 – Organizing & Optimizing Your Substance Project Files
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Class 14 – Shortcuts, Viewport Display Settings & Performance Tips
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Class 15 – High-to-Low Poly Workflow: Baking Details to Game Meshes
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Class 16 – Creating Stylized Textures (Hand-Painted Look with Generators)
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Class 17 – Making Realistic Game Assets: Wear & Tear, Grunge, Edge Dirt
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Class 18 – Texturing Weapons & Hard Surface Assets (Sci-Fi & Realistic)
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Class 19 – Character Texturing: Skin, Clothing, Armor, Details
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Class 20 – Custom Smart Materials Creation for Reuse & Speed
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Class 21 – Creating Emissive Maps (Neon, Magic FX, UI Highlights)
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Class 22 – Using Anchor Points & Height-to-Normal Details
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Class 23 – Decals, Normal Details & ID Mask Workflow
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Class 24 – Texture Set Management for Multi-Part Models
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Class 25 – Creating & Using Texture Atlases
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Class 26 – Exporting Textures for Unity URP, HDRP & Unreal Engine 5
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Class 27 – Post-processing Inside Painter: Filters, Levels, Gradient Maps
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Class 28 – Project 1: Stylized Prop Texturing (Sword, Shield, or Chest)
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Class 29 – Project 2: Realistic Crate or Weapon with Multi-Material Layers
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Class 30 – Project 3: Full Character Texture Pass + Material Variants
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Class 31 – Final Packaging of Game Textures & Best Practices for Optimization
Rigging In Blender (Production)
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Class 1 – Introduction to Rigging in Blender for Games
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Class 2 – Understanding Bones, Armatures & Pose Mode
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Class 3 – Adding and Naming Bones: Parenting & Hierarchy Basics
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Class 4 – Bone Roll, Axes, and Bone Constraints Introduction
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Class 5 – Creating Simple Rigs for Game Props (Doors, Weapons, Machines)
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Class 6 – Understanding Weight Painting & Vertex Groups
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Class 7 – Automatic Weights vs Manual Weight Painting
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Class 8 – Using Envelopes, Heat Maps, and Deform Weights
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Class 9 – Intro to IK (Inverse Kinematics) and FK (Forward Kinematics)
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Class 10 – Pose Mode Basics: Keyframes, Transforms, and Resetting Poses
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Class 11 – Bone Layers, Bone Groups & Visibility for Rig Management
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Class 12 – Using Constraints: Copy Rotation, IK, Track To, Limit Rotation
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Class 13 – Testing Rig Deformation & Fixing Weighting Issues
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Class 14 – Rigging Best Practices for Game Optimization
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Class 15 – Building a Biped Rig for a Game Character
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Class 16 – Creating IK Chains for Arms & Legs with Pole Targets
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Class 17 – FK/IK Switching & Blending for Gameplay Animation
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Class 18 – Advanced Weight Painting & Smoothing Techniques
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Class 19 – Rigging Hands: Fingers, Palm, Grasping Movements
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Class 20 – Rigging the Spine, Chest, Neck & Head with Constraints
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Class 21 – Facial Rigging Basics: Bones vs Shape Keys (Blendshapes)
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Class 22 – Creating Custom Bone Shapes & Rig UI (Rigify-style Controls)
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Class 23 – Using Rigify for Automatic Rig Creation & Customization
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Class 24 – Setting Up Stretchy Bones for Stylized Characters
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Class 25 – Creating Root Motion & Game-Engine Compatible Rigs
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Class 26 – Exporting Rigs for Game Engines (FBX for Unity & Unreal)
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Class 27 – Retargeting Animations Using Game Skeletons
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Class 28 – Project 1: Game-Ready Humanoid Rig with IK/FK
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Class 29 – Project 2: Stylized Creature or Enemy Rig (Custom Rig Setup)
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Class 30 – Project 3: Game Prop Rig (Mechanical Object or Trap Rig) (copy)
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Class 31 – Final Rig Testing in Unity/Unreal with Animation Import
Animation In Blender (Production)
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Class 1 – Introduction to Animation in Blender for Games
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Class 2 – Understanding the Timeline, Dope Sheet & Keyframes
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Class 3 – Working with Action Editor & NLA (Non-Linear Animation)
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Class 4 – Object Animation Basics: Location, Rotation & Scale Keys
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Class 5 – Pose Mode & Keyframing with Armatures
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Class 6 – Understanding Interpolation Types & Graph Editor Basics
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Class 7 – Walkthrough of the 12 Principles of Animation (Game Context)
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Class 8 – Animating Basic Objects: Platforms, Doors, Rotating Props
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Class 9 – Creating a Simple Looping Animation (Idle or Swing)
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Class 10 – Playback Settings, FPS, and Game Engine Compatibility
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Class 11 – Using Auto Key, Onion Skinning & Ghosting Tools
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Class 12 – Organizing Actions for Reuse: Action Stash & NLA Tracks
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Class 13 – Basic Export Settings for FBX Animations for Games
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Class 14 – Creating a Game Character Idle Animation
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Class 15 – Walk Cycle Animation with Looping Setup
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Class 16 – Run Cycle Animation & Transition Techniques
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Class 17 – Jump, Fall, and Land Animations for Platformers or RPGs
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Class 18 – Attack Animation (Sword Slash, Punch, Kick)
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Class 19 – Hit Reaction & Death Animations for Game Characters
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Class 20 – Crouch, Aim & Look Animations for FPS or Stealth Games
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Class 21 – Facial Animation with Shape Keys & Bone-Based Rigs
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Class 22 – Weapon Animation: Swing, Reload, Equip/Unequip
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Class 23 – Animating Interactions: Button Press, Push, Pick Up Object
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Class 24 – Using Constraints for Dynamic Bone Animation (IK/FK Blend)
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Class 25 – Looping vs Triggered Animation Techniques for Engines
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Class 26 – Root Motion Animation for Game Character Movement
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Class 27 – Creating & Baking In-Place Animations
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Class 28 – Project 1: Complete Character Action Set (Idle, Walk, Attack)
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Class 29 – Project 2: Stylized Enemy Animation Pack (Looped AI Actions)
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Class 30 – Project 3: Weapon Prop + Player Animation (Interaction Test)
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Class 31 – Exporting FBX Animations for Unity/Unreal (With Root Bone)
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Class 32 – Previewing Animations in Unity/Unreal Engine + Testing Loops
Adobe Audition (Production)
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Class 1 – Introduction to Adobe Audition for Game Audio Design
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Class 2 – Understanding Audio Types in Games: Dialogue, SFX, Music, Ambience
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Class 3 – Audition Interface: Waveform vs Multitrack View
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Class 4 – Importing & Organizing Audio Files (WAV, MP3, FLAC)
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Class 5 – Basic Editing Tools: Cut, Trim, Move, Fade, Time Stretch
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Class 6 – Noise Reduction & Clean-Up Techniques (Voiceovers, Field Recordings)
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Class 7 – Working with Audio Levels, Pan & Volume Automation
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Class 8 – Adding Fades, Transitions, and Markers for Game Loops
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Class 9 – Understanding Sample Rates & Bit Depths for Game Engines
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Class 10 – Recording Voiceover: Mic Setup, Monitoring & Best Practices
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Class 11 – Using Effects Rack: Reverb, EQ, Compression, Delay Basics
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Class 12 – Multitrack Basics: Arranging Backgrounds, Dialogues & Layers
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Class 13 – Saving Presets, Templates & Audio Export (Game-Ready Formats)
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Class 14 – Shortcuts, Workspaces, and File Management for Game Projects
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Class 15 – Creating Seamless Audio Loops for Background Music
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Class 16 – Designing Footsteps, Weapon Hits & Object SFX (From Scratch or Layered)
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Class 17 – Creating Impact Sounds (Explosions, Hits, UI Beeps)
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Class 18 – Voice Processing: Pitch Shifting, EQ, and Vocal Effects
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Class 19 – Ambient Sound Design: Forest, Cave, Sci-Fi Labs & Horror Settings
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Class 20 – Using Spectral Frequency Display for Precise Cleanup & Sound Crafting
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Class 21 – Multitrack Session for Cutscene/Dialogue Sequences
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Class 22 – Sound Layering for Environment/Interaction Feedback
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Class 23 – Dynamic Range Control for Real-Time Playback (Limiter, Compressor)
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Class 24 – Mastering Game Audio: Mixing Multiple Sounds for Export
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Class 25 – Exporting Mono/Stereo SFX, Loops & Dialogue with Naming Conventions
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Class 26 – Batch Processing for Mass Asset Creation (Useful for Indie Games)
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Class 27 – Integration Overview with Unity, Unreal, FMOD, and Wwise
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Class 28 – Project 1: Game SFX Pack (Footsteps, UI, Hits, Collectibles)
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Class 29 – Project 2: Dialogue Pack (Cleaned, Processed, Labeled by Events)
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Class 30 – Project 3: Background Ambience Loop + SFX Mix for a Game Scene
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Class 31 – Final Sound Export Workflow + Quality Control for Studios
Game Development in Unreal Engine (Production)
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How To Download Unreal Engine latest Version And Install In PC or Laptop
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Class 1 – Introduction to Unreal Engine 5.4 for Game Designers
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Class 2 – Installing UE & Project Setup: Templates, File Structure & Navigation
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Class 3 – Understanding the UE Interface: Viewport, World Outliner, Content Browser
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Class 4 – Placing & Transforming Actors: Static Meshes, Lights, Cameras
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Class 5 – Understanding Levels, Sublevels & Level Streaming
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Class 6 – Material Basics & Applying Materials to Game Assets
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Class 7 – Lighting Basics: Directional, Spot, Point Lights + Skylight Setup
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Class 8 – Introduction to Nanite & Lumen for Game-Quality Visuals
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Class 9 – Working with Landscape Tools for Outdoor Game Worlds
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Class 10 – Using Foliage Tools & Asset Painting for Realistic Environments
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Class 11 – Understanding Collisions, Physics & Blocking Volumes
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Class 12 – Creating Basic UI: Buttons, Menus, HUD using UMG
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Class 13 – Using Blueprint Visual Scripting: No-Code Game Logic Basics
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Class 14 – Packaging, Building & Testing Your First Playable Game Level
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Class 15 – Blueprinting Characters: Player Controller, Movement, Camera Setup
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Class 16 – Creating Enemies & AI: Behavior Trees & Blackboards
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Class 17 – Game Mechanics: Health System, Pickups, Inventory Basics
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Class 18 – Implementing Combat: Melee, Ranged or Spellcasting
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Class 19 – UI Updates with Gameplay: Health Bars, Ammo Count, Score, Timers
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Class 20 – Setting Up Game Modes, Game State & Save Systems
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Class 21 – Trigger Volumes & Event Systems for Interactions
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Class 22 – Cutscene Setup using Sequencer (Cinematic Tool)
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Class 23 – Creating Quest Systems & Dialogue Blueprints
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Class 24 – Creating Menus: Start Screen, Pause, Resume, Settings
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Class 25 – Audio Implementation: Ambience, SFX, Music Loops & Triggers
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Class 26 – Level Design Project: Open-World or Arena-Based Layouts
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Class 27 – Optimization Techniques: LODs, Baking Lights, Occlusion Culling
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Class 28 – Packaging for PC, Mobile or Console (Android/iOS Basics)
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Class 29 – Project 1: First-Person Exploration Game Prototype
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Class 30 – Project 2: Third-Person Combat Game with UI & Enemies
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Class 31 – Project 3: Puzzle or Platformer Game with Quest System
Porfolio Preparation
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Class 1
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Class 2
Final Test
Career Guidance
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Class 1
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Class 2
Give Us Your Feedback And Suggestions
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Give Us Your Feedback And Suggestions
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Student Ratings & Reviews
4.3
Total 3 Ratings
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Absolutely worth it – learned so much! Excellent learning experience with lots of new insights. Truly a must-take course for learners of all levels.
Really enjoyed every module of this course. The teaching method was easy to follow and engaging. Can’t wait to apply these skills to my own projects.
Absolutely worth it – learned so much! The teaching method was easy to follow and engaging. Truly a must-take course for learners of all levels.