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Game development cheat sheet (Unreal Engine)
Opens with creditsA quick-revision companion to the Game development roadmap in its Unreal Engine edition: Blueprints first, then C++ with UCLASS and UPROPERTY, actors and components, Enhanced Input, physics, game maths and feel, design, art and audio, profiling, packaging and shipping.
Chapters
9 chapters · 77 concepts
1How games are madeWhat a game is under the hood, what an engine does for you, and how to pick a first project small enough to finish.9 concepts
- 1Game loopThe loop every game runs many times a second: read input, update the game state, then draw the frame.
- 2Game engineSoftware that runs the game loop for you and provides rendering, physics, input, audio, animation, an editor and export to each platform.
- 3Engine licences and feesAs of 2026-09: Godot is free under the MIT licence with no fees.
- 4Scope controlDeciding the smallest version of a game that is still fun, writing it down, and saying no to everything else until it ships.
- 5Cloning classic gamesRebuilding a small, well-known game such as Pong, Breakout, Flappy Bird, Snake or Asteroids to learn the engine without having to design anything.
- 62D or 3D2D games use sprites on a flat plane with x and y positions; 3D games use meshes, cameras, lighting and a third axis. 3D multiplies the art, animation, camera…
- 7Prototype and vertical sliceA prototype answers one question, usually "is this mechanic fun?", with placeholder shapes.
- 8Game jamAn event where people make a game to a theme in a fixed time, usually 48 to 96 hours, then play and rate each other's entries.
- 9Version control for gamesGit with a
.gitignorethat skips generated folders (UnityLibrary, Godot.godot, UnrealIntermediateandSaved), and Git LFS for large binary files…
9 in this chapterOpen this chapter2Programming for gamesHow game code is structured in your engine: the script lifecycle, components, exposed variables, events and the language itself.9 concepts
- 1Script lifecycleThe functions the engine calls on your code at set moments: once when the object is created or enters play, then every frame, then at a fixed physics rate, and…
- 2Components and compositionBuilding game objects from small parts: a health component, a mover, a sprite, a collider.
- 3Exposed variablesVariables marked so they appear in the editor, where you or a designer can tune them without touching code.
- 4Events, signals and dispatchersA way for an object to announce that something happened, such as "health changed", so that any number of listeners can react without the sender knowing about…
- 5BlueprintsUnreal's node-based visual scripting: events such as BeginPlay or an input action connect through wires to functions, variables and flow control, all inside the…
- 6UCLASS, UPROPERTY and UFUNCTIONMacros that register your C++ classes, variables and functions with Unreal's reflection system, so the editor, Blueprints, saving and garbage collection can see…
- 7Unreal gameplay frameworkUnreal's built-in roles: the GameMode holds the rules, a Pawn or Character is the body the player controls, the PlayerController turns input into commands, and…
- 8State machineModelling an object as one state at a time, such as idle, running, jumping or attacking, with clear rules for moving between states.
- 9Debugging gamesPrinting values to the console, pausing on breakpoints in your IDE, and drawing debug lines, shapes and text in the game view to see what the code thinks is…
9 in this chapterOpen this chapter- The engine in depthThe engine systems nearly every game uses: scenes and levels, reusable objects, input, physics and collisions, animation, UI, audio and saving.9 conceptsOpens with credits
- Game maths and feelThe maths that turns input into smooth movement, and the small touches that make a game feel responsive and alive.9 conceptsOpens with credits
- Game design basicsWhat makes a game worth playing: the core loop, mechanics, levels, difficulty and learning from real players.8 conceptsOpens with credits
- Art and audio for programmersGetting good-looking, good-sounding games without being an artist: licences, free asset sources, simple styles and sound effects.9 conceptsOpens with credits
- Performance and buildsFinding what makes a game slow, the usual fixes, and building for PC, web and mobile.9 conceptsOpens with credits
- Shipping and publishingGetting a game in front of players: itch.io, Steam, mobile stores, store pages, trailers and wishlists.8 conceptsOpens with credits
- Money and careersAn honest view of indie income, studio roles, portfolios and the scams aimed at new developers.7 conceptsOpens with credits
- 10Glossary, A to ZEvery concept in the sheet and the smaller terms it uses, in one list.216 terms
About this sheet
Make and ship your own games.
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