Game Engines and Development
Last revised 9/21/2026

Game Engines and Development

From an empty project to a playable prototype, one system at a time

This course is about building games inside a real-time engine: organising scenes, scripting object behaviour, handling physics and collision, reading player input, and keeping the result fast enough to stay playable. It works through 2D and 3D prototypes — a card game, a side-scrolling platformer, a third-person character — and finishes with interface, audio, network data and the build settings that put a project on a target platform. Nano College takes the ground a standard university textbook covers and splits it into short, self-contained articles, so you can work through one system at a time instead of reading a semester's worth of chapters in order. By the end you can take an idea to a running, playable prototype you built yourself.

PrimerWorkbook
Earn11CreditsinGame and Digital Media
8Modules63Sessions

Modules in this Collection’s System

Coming soon

Working Inside a Real-Time Engine

From installing the editor to a first-person walk-around that behaves the same on every machine.

8Sessions
Coming soon

Making a Scene Playable

Turning an empty level into a place with things that shoot, react, wander and look like something.

8Sessions
Coming soon

Building 2D Games

Two small projects — a card-matching game and a side-scrolling platformer — that share every 2D skill.

8Sessions
Coming soon

On-Screen Interface and Events

Everything the player reads and clicks: a canvas that scales, widgets that work, events that arrive.

7Sessions
Coming soon

Character Control and Animation

A third-person character: movement relative to the camera, a jump that feels right, animation that follows.

8Sessions
Coming soon

Interaction, Inventory and Game State

Collision as a signal, items as data, and an interface that shows and changes what the player owns.

8Sessions
Coming soon

Live Data and Audio in a Running Game

The game stops being an island: it fetches, displays and posts data, and it makes sound.

8Sessions
Coming soon

Assembling and Shipping a Finished Game

How the pieces become one game, how progress survives a restart, and how it reaches a platform.

8Sessions
Coming soon

What You'll Walk Away With

  • 1Prototype checklist for deciding what a scene needs before you build it.
  • 2Frame-rate-independent movement technique that keeps speed constant on any machine.
  • 3Collision patterns covering triggers, physical collisions and raycast queries.
  • 4Interface wiring habits that connect widgets to game state without tangled references.
  • 5Build-and-ship routine for taking a project to web, mobile and headset targets.

You'll Have Answers To

  • ?Which problems has the engine already solved, and which ones does it leave to your code?
  • ?Why does the same movement code run at different speeds on two machines?
  • ?What is the difference between an object that blocks the player and one that merely notices them?
  • ?How do you keep an interface in step with game state without wiring everything to everything?
  • ?What actually changes when the same project is built for a browser, a phone and a headset?

Critical Concepts Explored

Real-time game engineScene and object hierarchyScript componentTransform and coordinate spaceFrame-rate independenceCollider, trigger and raycastPrefab and runtime instantiationCanvas, anchor and widgetGame state and persistenceTarget platform build
Editor's Note
A working programmer's route into real-time engines, one playable prototype at a time

Most material on real-time engines either stops at the editor or drowns in engine internals. This collection keeps the middle ground: it builds small working things, one system at a time, and explains the trade-offs behind each choice. Programmers who learn by building will move quickly.

Editor's Brief
Who it's for
A programmer teaching themselves to build games in a real-time engine, with no course and no schedule.
What stands out
The material is compressed to the working core of each system and re-cut into short, independent articles, so a reader can build one system at a time.
Read if
You learn by making things run rather than by reading architecture diagrams, and you want a prototype you can actually play at the end.
Gold Quotes
The engine has already solved the hard problems; your work is to know which ones you are allowed to ignore.

Rendering, physics, input and asset loading are handled for you. What remains is object placement, behaviour and the way the two meet. Learners who spend their first week mapping that boundary build faster than learners who memorise menu names.

About the Curator
NNano College

Nano College takes the standard university textbook for a course and turns it into short, self-contained pieces you can actually finish. We keep the ground the textbook covers and the rigour it insists on; what we leave out is the padding that only exists to fill a semester.

Game Engines and Development | LearningFirst