Free Course Image Introduction to Game Development

Free online courseIntroduction to Game Development

Duration of the online course: 21 hours and 45 minutes

New

Build real games from scratch and level up your programming skills in this free online course—learn core mechanics, physics, and prototyping with hands-on practice.

In this free course, learn about

  • Core 2D game loop concepts in LOVE2D (Lua): update/draw, input, state, assets
  • Building classic 2D games (Pong, Flappy Bird, Breakout, Match-3) via incremental systems
  • Collision detection essentials: AABB checks, tuning hitboxes, and avoiding tunneling issues
  • Using sprite sheets/quads for efficient animation, batching, and asset organization
  • Match-3 grid logic: detecting matches, applying gravity cascades, and refilling tiles
  • Tile-based platformer fundamentals: levels, scrolling, collisions, and simple enemy behaviors
  • Zelda-like top-down design: rooms, entities, combat interactions, and inventory systems
  • Industry history: 1980s revival driven by consoles like the NES and improved quality control
  • Why 1980s games used assembly: performance and memory constraints on limited hardware
  • 2D physics with Box2D: bodies/fixtures and using setUserData to link physics to game objects
  • RPG progression systems: stats growth and how IVs create individuality between Pokémon
  • Unity basics: prefabs for reusable objects; fog for depth/mood; render-to-texture for portals

Course Description

Turn game ideas into playable prototypes while building a solid foundation in programming and interactive design. This free online course introduces game development through practical, classic projects, guiding you from the first steps of creating a game loop to polishing the feel of movement, timing, and feedback. Instead of staying theoretical, you will learn by implementing the same kinds of mechanics that power well-known genres, helping you connect code to what players actually experience on screen.

You will work with essential concepts like sprites, animation, input handling, collision detection, and state management, gaining the confidence to organize game code cleanly as complexity grows. Along the way, you will practice making responsive controls, balancing challenge and reward, and solving common development problems such as keeping systems consistent when the screen fills with entities or when the game speed changes. These skills translate beyond a single project, preparing you to build your own mechanics and iterate faster.

As the course progresses, you will also explore more advanced tools and workflows used in modern development, including physics-based interactions and 3D environments. You will encounter engine features that speed up production, such as reusable building blocks and scene-based organization, and learn how visual effects can improve depth and readability. By comparing approaches across different frameworks, you will better understand when to rely on an engine and when to implement systems yourself.

Designed for anyone curious about games and software creation, this course is a strong starting point for a portfolio, a transition into programming, or a deeper understanding of how games are built. By the end, you will have hands-on experience designing and implementing complete gameplay systems, and you will be ready to take on new projects with a clearer process, sharper debugging skills, and a practical game developer mindset.

Course content

  • Video class: Introduction - CS50's Introduction to Game Development 2018 00m
  • 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?

This free course includes:

21 hours and 45 minutes of online video course

Digital certificate of course completion (Free)

Exercises to train your knowledge

100% free, from content to certificate

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