Stage 1 of 8 · 7 lessons · ~3 weeks
How games are made
What a game is under the hood, what an engine does, and how to pick a first project small enough to finish. This stage sets the habits that decide whether you ship: tiny scope, prototypes, jams and version control.
Start: The game loopLessons· one lesson for each topic, in this order
Do this
- Install your engine and open one of its official template or sample projects.
- Read the engine's pricing or licence page and write down what a commercial release would cost you.
- Clone a classic such as Pong or Breakout with start, score, game over and restart.
- Set up Git with an engine-specific .gitignore and push the clone to a repository.
- Write a one-page plan for your first original game, including a list of features that are out.
- Find an upcoming jam on itch.io and put its dates in your calendar.
Start with
- VideoFreeGame Maker's Toolkit
Mark Brown (YouTube)
Short, clear video essays on why games work, so you start thinking about design from your first clone
Practise
Keep handy
Also worth your time
A clear, free chapter on how the loop your engine runs actually works
Before moving on: Your engine installed, one classic game cloned and pushed to a Git repository with the right .gitignore, and a one-page plan for your first original game with a written out-of-scope list.

The single biggest predictor of whether someone becomes a game developer is whether they finish small games. Pick one engine and stay with it for at least three months. Clone something simple this week, not next month, and write down what you are not going to build.