Game Development & Computer Graphics — Skills Plan

Planned skill map for Game Development & Computer Graphics. The curriculum will be developed and released in stages.

23 planned skills October 2026
Dedicated track in progress. This map is a plan, not a claim that every lesson is published. Existing live learning tracks remain available while this path is developed.

Implement gameplay, input, physics, animation, AI, shaders, and rendering, then profile frame time and prepare builds for target platforms.

Potential roles: Game Developer · Gameplay Engineer · Graphics Programmer · Technical Artist

Before you start

  • Programming and object-oriented design
  • Vectors, matrices, and basic physics
  • Version control and asset workflows

What you’ll build

  • Ship a complete small game with source control
  • Build a multiplayer prototype with failure handling
  • Profile and optimize a graphics-heavy scene

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23skills mapped
6learning stages
0published lessons

Prerequisites

PLANNED
  • Programming and object-oriented design

    Build the Programming and object-oriented design knowledge needed to follow the Game Development & Computer Graphics foundations.

  • Vectors, matrices, and basic physics

    Build the Vectors, matrices, and basic physics knowledge needed to follow the Game Development & Computer Graphics foundations.

  • Version control and asset workflows

    Build the Version control and asset workflows knowledge needed to follow the Game Development & Computer Graphics foundations.

Foundations

PLANNED
  • Game loops, input, and time steps

    Explain how Game loops, input, and time steps works and where it fits in the Game Development & Computer Graphics learning path.

  • 2D and 3D coordinate systems

    Explain how 2D and 3D coordinate systems works and where it fits in the Game Development & Computer Graphics learning path.

  • Scenes, entities, and component architecture

    Explain how Scenes, entities, and component architecture works and where it fits in the Game Development & Computer Graphics learning path.

  • Unity/C# and Unreal/C++ pathways

    Explain how Unity/C# and Unreal/C++ pathways works and where it fits in the Game Development & Computer Graphics learning path.

Core Skills

PLANNED
  • Gameplay systems and state machines

    Use Gameplay systems and state machines to implement a working capability and verify its behavior in Game Development & Computer Graphics.

  • Animation, physics, and collision

    Use Animation, physics, and collision to implement a working capability and verify its behavior in Game Development & Computer Graphics.

  • Shaders, materials, and rendering pipeline

    Use Shaders, materials, and rendering pipeline to implement a working capability and verify its behavior in Game Development & Computer Graphics.

  • AI behavior and navigation

    Use AI behavior and navigation to implement a working capability and verify its behavior in Game Development & Computer Graphics.

  • Audio, UI, and player feedback

    Use Audio, UI, and player feedback to implement a working capability and verify its behavior in Game Development & Computer Graphics.

Advanced / Production

PLANNED
  • Profiling and frame-time optimization

    Evaluate Profiling and frame-time optimization trade-offs against the performance, reliability, and safety needs of Game Development & Computer Graphics systems.

  • Networking and multiplayer synchronization

    Evaluate Networking and multiplayer synchronization trade-offs against the performance, reliability, and safety needs of Game Development & Computer Graphics systems.

  • Build automation and release pipelines

    Evaluate Build automation and release pipelines trade-offs against the performance, reliability, and safety needs of Game Development & Computer Graphics systems.

  • Accessibility, telemetry, and live operations

    Evaluate Accessibility, telemetry, and live operations trade-offs against the performance, reliability, and safety needs of Game Development & Computer Graphics systems.

  • Asset performance and platform constraints

    Evaluate Asset performance and platform constraints trade-offs against the performance, reliability, and safety needs of Game Development & Computer Graphics systems.

Real-World Projects

PLANNED
  • Ship a complete small game with source control

    Deliver a working outcome with Ship a complete small game with source control, then test it against the project requirements.

  • Build a multiplayer prototype with failure handling

    Deliver a working outcome with Build a multiplayer prototype with failure handling, then test it against the project requirements.

  • Profile and optimize a graphics-heavy scene

    Deliver a working outcome with Profile and optimize a graphics-heavy scene, then test it against the project requirements.

Career / Interview Preparation

PLANNED
  • Gameplay and graphics fundamentals

    Explain your approach to Gameplay and graphics fundamentals, defend key trade-offs, and discuss what you learned.

  • Engine architecture and profiling demo

    Explain your approach to Engine architecture and profiling demo, defend key trade-offs, and discuss what you learned.

  • Playable portfolio review

    Explain your approach to Playable portfolio review, defend key trade-offs, and discuss what you learned.

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