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Explore game development with CS50's free online course. Covering classics like Pong, Super Mario, Zelda, and more. Perfect for aspiring game developers. Sign up now!
Welcome to "Introduction to Game Development," an inspiring and comprehensive course that serves as an entryway into the dynamic world of game development. This enriching course spans a total of 21 hours and 45 minutes and falls under the category of Information Technology, specifically within the subcategory of Game Development. Though the course has no reviews yet, its structure and content promise to be an engaging journey through the fascinating realm of game creation.
The course begins with an insightful "Introduction," laying the groundwork for a solid understanding of the fundamental concepts of game development. This initial segment sets the stage for students by exploring the history, evolution, and essential principles that define the gaming industry today. It serves as a pivotal point that prepares learners for the exciting lessons ahead.
The first core lecture, titled "Pong," covers one of the earliest and most iconic games in history. This session provides an experiential dive into the rudiments of game design, highlighting essential programming constructs and gameplay mechanics that have influenced many subsequent games.
As you advance to "Flappy Bird," you will encounter an examination of modern game design simplicity and addictiveness. This module highlights how small, well-crafted elements can result in an immensely popular and impactful game. You'll delve into the intricacies of creating seamless gameplay experiences and fostering player engagement.
The third lecture, "Breakout," continues the journey by introducing more complex interaction patterns and design principles. This segment dissects the engineering of block-breaking mechanics and incrementally challenging levels, encouraging inventive solutions to keep players enthralled.
By the time you reach "Match 3," you'll be exposed to the puzzle genre's design strategies. This lecture covers critical aspects such as tile matching, level progression, and the balance between difficulty and accessibility, essential for creating engaging and addictive puzzle games.
Dive deeper with "Super Mario Bros.," where platforming principles come to the forefront. This session explores iconic gameplay elements, level design, character control, and the secrets behind creating immersive worlds that captivate players for generations.
Step into the adventurous realms with "Legend of Zelda," a session dedicated to action-adventure games. You will explore narrative integration, puzzle design, and dynamic combat mechanics essential for crafting compelling exploration and quest-driven experiences.
"Angry Birds" will provide insights into physics-based gameplay, focusing on projectile motion, game balance, and delightful audiovisual feedback that defines this beloved game. Understand how simple mechanics and characters can engage a broad audience.
The "Pokémon" lecture unearths the layers behind role-playing games (RPGs), encompassing world-building, character progression, and capturing mechanics. This session reveals how complex systems can coalesce into a coherent and captivating gameplay experience.
Moving forward, "Helicopter Game 3D" introduces the third dimension in game environments. You will learn about 3D modeling, spatial navigation, and the challenges of creating engaging experiences in a three-dimensional space.
With "Dreadhalls," venture into the atmospheric horror genre. This lecture emphasizes environmental storytelling, tension-building, and the psychological elements that conjure fear and anticipation in players.
Finally, explore the mind-bending world of "Portal," where players engage in inventive problem solving through portal mechanics. The subsequent lecture, "Portal Problems," delves further into the intricacies of level design and creative puzzle construction.
This course is an excellent opportunity for aspiring game developers to gain a comprehe.
Video class: Introduction - CS50's Introduction to Game Development 2018
0h00m
Exercise: In the CS50's Introduction to Game Development course, what development framework is primarily used during the first three quarters?
Video class: Pong - Lecture 0 - CS50's Introduction to Game Development 2018
1h37m
Exercise: What is the purpose of using the LOVE 2D framework in the CS50 Game Development course?
Video class: Flappy Bird - Lecture 1 - CS50's Introduction to Game Development 2018
2h05m
Exercise: What is an important consideration when implementing collision detection in a game like Flappy Bird?
Video class: Breakout - Lecture 2 - CS50's Introduction to Game Development 2018
1h52m
Exercise: What is one of the advantages of using a sprite sheet in game development?
Video class: Match 3 - Lecture 3 - CS50's Introduction to Game Development 2018
1h54m
Exercise: In a Match 3 game where you apply gravity to tiles after making matches, what approach will you use to ensure all tiles above a matched set properly fall into place?
Video class: Super Mario Bros. - Lecture 4 - CS50's Introduction to Game Development 2018
1h54m
Exercise: What sparked the revival of the gaming industry in the 1980s after the crash of the late '70s?
Video class: Legend of Zelda - Lecture 5 - CS50's Introduction to Game Development 2018
1h41m
Exercise: What was one notable programming language used for game development in the 1980s, especially on platforms like the NES, and what was the main reason for its use?
Video class: Angry Birds - Lecture 6 - CS50's Introduction to Game Development 2018
1h33m
Exercise: What is the purpose of using the function set user data in the context of Box2D?
Video class: Pokémon - Lecture 7 - CS50's Introduction to Game Development 2018
2h00m
Exercise: In Pokemon game development, what purpose does the Individual Value (IV) serve when leveling up a Pokemon?
Video class: Helicopter Game 3D - Lecture 8 - CS50's Introduction to Game Development 2018
1h56m
Exercise: In the context of game development using Unity, what is meant by the term 'prefabs'?
Video class: Dreadhalls - Lecture 9 - CS50's Introduction to Game Development 2018
1h54m
Exercise: What is the function of fog in a game developed with Unity?
Video class: Portal - Lecture 10 - CS50's Introduction to Game Development 2018
1h32m
Exercise: Which feature of Unity is primarily used to create a visible representation of a game object's surroundings by capturing one camera's view and projecting it onto a texture or another surface within the game?
Video class: Portal Problems - Lecture 11 - CS50's Introduction to Game Development 2018
1h41m
Exercise: What was one of the main reasons for cutting the sticky gel mechanic from Portal 2?
21 hours and 45 minutes of online video course
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