Advanced Game Design Curriculum

Advanced Game Design is an industry-aligned, project-based course in which students design, build, and package a fully playable game using Unreal Engine while following a professional production pipeline.

Advanced Game Design Curriculum

Advanced Game Design is an industry-aligned, project-based course in which students design, build, and package a fully playable game using Unreal Engine while following a professional production pipeline.

Advanced Game Design Curriculum

Advanced Game Design is an industry-aligned, project-based course in which students design, build, and package a fully playable game using Unreal Engine while following a professional production pipeline.

Course outline

Develop a complete, playable game through system-by-system construction.

Course outline

Develop a complete, playable game through system-by-system construction.

Course outline

Develop a complete, playable game through system-by-system construction.

9 units

English & Spanish

Unit 1

  1. The Game Industry

Students transition from foundational game development into professional game design thinking. The focus is not on building features, but on understanding responsibility, structure, and intent behind modern games.

Objectives

  • Understand ethics, monetization, and rating systems

  • Explore accessibility and player experience

  • Learn Unreal Engine game and player flow architecture

  • Set up a professional portfolio

Team collaborating on mobile app wireframes, reviewing sketches of screens and layout designs.
Group of students sitting together at a table, engaged in discussion during a classroom activity.

Unit 2

  1. Production Management in a Team

This unit shifts the focus from individual development to collaborative team production. Students will learn about the structure of a typical game studio, understanding the specialized roles and responsibilities involved in creating a title.

Objectives

  • Identify key game dev roles and their responsibilities

  • Apply common production methods (Agile, Waterfall)

  • Use structured brainstorming to generate game ideas

  • Create core pre-production docs (storyboard, setting, characters)

  • Understand the full pipeline from concept to vertical slice

Unit 3

  1. Core Gameplay Systems

Students apply their pre-production and prior blueprinting knowledge to rapidly develop a Twin-Stick Action game using Unreal Engine.

Objectives

  • Analyze twin-stick games to identify core mechanics

  • Navigate Unreal project dependencies (Character, Enemy, Input)

  • Apply player variables (Health, Fire Rate, Speed)

  • Build a modular Health Component across actors

  • Connect gameplay data to UI (health bars, fonts)

  • Implement invulnerability with timers and state logic

  • Document systems with screenshots and explanations

3D-rendered humanoid robot model on a gradient background, representing character design or animation.
Stylized 3D frog character in a spacesuit holding a futuristic gun against a gradient background.

Unit 4

  1. Combat Systems and Progression

Students move beyond placeholder assets to develop a professional-grade character and combat framework. The focus is twofold: Animation Architecture and Systemic Progression.

Objectives

  • Select compatible skeletal meshes for gameplay and animation

  • Set up animation slots and layered blends (upper/lower body)

  • Trigger combat states using dispatchers and health logic

  • Use parent/child classes for a modular equipment system

  • Attach meshes via sockets and manage collision settings

  • Build an XP system using overlap and event tracking

  • Create a level-up UI that pauses play and updates stats

Unit 5

  1. Advanced Level Design & Landscapes

Students start building a detailed level of their own. In this unit, they’re introduced to tools like the Landmass Plugin for non-destructive terrain sculpting and the Foliage Tool for adding rich environmental detail.

Objectives

  • Map player paths using environmental cues

  • Sculpt terrain (mountains, craters, valleys) non-destructively

  • Create and paint a master landscape material

  • Optimize foliage settings (density, scale, collision, rotation)

  • Populate environments with realistic foliage at scale

  • Guide players using affordance-based design

  • Implement core systems (pickups, NavMesh, destructibles)

Top-down stylized game scene showing a character firing a weapon at enemies in a small village environment.
Student seated at a computer in a classroom or lab, working on a 3D or game design project on screen.

Unit 6

  1. AI Logic

Introduces students to the core concepts of object-oriented programming within Unreal Engine Blueprints, specifically Inheritance. Students will refactor their single enemy into a foundational Enemy Base Class and then create specialized child classes.

Objectives

  • Use inheritance to build scalable enemy blueprints

  • Create AI states (Idle, Patrol, Chase, Attack)

  • Extend base enemies with custom child classes

  • Define patrol routes using arrays and vectors

  • Combine movement and combat for advanced AI

  • Build a spawner system to manage enemy density

Unit 7

  1. Aesthetics and Juicing

Students master the art of "Juice" - the layer of synchronized visual, auditory, and physical feedback that makes a game feel responsive and satisfying to play. Students will perform a deep dive into the Unreal Engine Material Editor and Niagara Particle System to create high-fidelity PBR (Physically Based Rendering) surfaces and explosive combat effects.

Objectives

  • Use sensory feedback (screen shake, hit stop, haptics) to improve game feel

  • Compare and implement projectile vs. hitscan hit detection

  • Create PBR materials with core texture maps

  • Build custom VFX in Niagara for projectiles and explosions

  • Design varied audio systems with MetaSounds

A group of esports players wearing headsets and playing together at gaming computers.
Two students focused on reading and working together on an assignment.

Unit 8

  1. Level Progression and Replayability

Students evolve their game from a single-stage prototype into a multi-level experience centered on player growth and systemic variety. Students will architect a Progression Flow Chart to balance difficulty and accessibility, ensuring a fair but challenging Power Curve.

Objectives

  • Map difficulty using a clear progression (power curve)

  • Persist player data across levels with Game Instance

  • Build reusable event blueprints for dynamic encounters

  • Create weighted systems for randomized rewards

  • Generate enemy variants from a shared base class

  • Track gameplay data via Player State and Game State

  • Design a clear, readable end-game score screen

  • Document playtests and iterate on game feel

Unit 9

  1. Marketing and Postmortem

Students shift focus from development to presentation and critical evaluation. They explore the commercial aspects of the game industry, including distribution platforms and marketing strategies. The core goal is to generate professional marketing assets (trailer, logline, blurb) and conduct a comprehensive Postmortem analysis of their twin-stick game project.

Objectives

  • Compare major distribution and marketing channels

  • Write a clear, compelling logline and store description

  • Create a polished gameplay trailer (video, audio, overlays)

  • Conduct a postmortem on successes and challenges

  • Build a portfolio showcasing the full production cycle

Two students focused on reading and working together on an assignment.
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Download full course outline

Fill in your email and receive the full outline, for free.

Download full course outline

Fill in your email and receive the full outline, for free.

Two students working together at a computer, collaborating on a project in a classroom or lab.

From fundamentals to full production

Advanced Game Design is created as the next step in the pathway, helping students deepen their technical skills and prepare for the Unreal Engine 3D Fundamentals certification.

Students move from:

  • Basic mechanics to scalable systems

  • Individual projects to team-based production

  • Simple levels to playable game 

This gives them something real to show for their work, whether they are applying for further education, certifications or career opportunities.

Two students working together at a computer, collaborating on a project in a classroom or lab.

From fundamentals to full production

Advanced Game Design is created as the next step in the pathway, helping students deepen their technical skills and prepare for the Unreal Engine 3D Fundamentals certification.

Students move from:

  • Basic mechanics to scalable systems

  • Individual projects to team-based production

  • Simple levels to playable game 

This gives them something real to show for their work, whether they are applying for further education, certifications or career opportunities.

Two students working together at a computer, collaborating on a project in a classroom or lab.

From fundamentals to full production

Advanced Game Design is created as the next step in the pathway, helping students deepen their technical skills and prepare for the Unreal Engine 3D Fundamentals certification.

Students move from:

  • Basic mechanics to scalable systems

  • Individual projects to team-based production

  • Simple levels to playable game 

This gives them something real to show for their work, whether they are applying for further education, certifications or career opportunities.

Devices

Devices

Devices

PC

Mac

Linux

Software

Software

Software

  • Unreal Engine 5.1 or greater available for free via the Epic Games launcher

  • Windows: Visual Studio 2022 (with C++ toolchain) for C++ projects and compilation support.

  • macOS: Xcode (latest compatible version) if targeting iOS/macOS builds.

Offline access with Unreal Engine

For schools with strict IT security, we provide an Unreal Engine Offline Installer designed for education. Your IT team keeps full control in an offline environment, while students still access industry-grade game development tools. Our team will guide you from setup to deployment, ensuring all assets and curriculum are ready for classroom use.

See how this course can be used in your district or school

Flexible, scalable, and made to fit. Let’s show you how.

15-30 min

Online meeting

See how this course can be used in your district or school

Flexible, scalable, and made to fit. Let’s show you how.

15-30 min

Online meeting

See how this course can be used in your district or school

Flexible, scalable, and made to fit. Let’s show you how.

15-30 min

Online meeting