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Free topics and paths for learning game development. Paths keep the sequence. Cards give a focused answer when you already know the question.

Learning paths

Recommended start

Economy foundations

From a clear decision goal through flow, rates, one-session budget, trust, pacing, and readable feedback - the full beginner foundation graph.

10 steps~61 minBeginner → Intermediate
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  1. Define a system goal
  2. Game economy flow: from goal to feedback
  3. Source and sink balance
  4. Design a one-session economy budget
  5. Energy as a session gate
  6. Diagnose economy inflation
  7. Soft and hard currency
  8. Currency sink catalog
  9. Progression pacing curves
  10. Check the feedback loop

Learning path

Game Design foundations

Build readable player decisions: core loop, first-session teaching, meaningful choice, feedback timing, and fairness perception.

10 steps~60 minBeginner → Intermediate
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  1. Core loop
  2. Core loop vs meta loop
  3. Teach the loop in the first session
  4. Meaningful choice
  5. Make risk and reward readable
  6. Check the feedback loop
  7. Fairness perception
  8. Game Feel & Juice: The 30ms Feedback Rule
  9. Hybrid-Casual Architecture: Core Arcade to Deep Meta
  10. Idle Arcade & Stacking Pacing: Shifting Bottlenecks

Learning path

Unity Gameplay Systems

Input, physics, UI, data, and scene flow - the gameplay systems every Unity game actually needs, with ownership kept explicit.

6 steps~36 minIntermediate
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  1. Reading Player Input: Devices, Actions, and Bindings
  2. Rigidbody vs Collider vs Trigger: Who Owns the Bump?
  3. Prefer events over Update ownership
  4. UI Canvas Basics: Anchors, Scaling, and a Dumb View
  5. ScriptableObjects as a Data Boundary
  6. Scene Flow and Persistent Managers: Avoiding the God Object

Learning path

Unity Shipping Systems

Pooling, profiling, saves, builds, and a ship checklist - the last mile between a working prototype and a released Unity game.

7 steps~48 minAdvanced
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  1. Object pooling in Unity with explicit state
  2. Coroutines vs State Machines: Sequencing Without Blocking Update
  3. Reading a Profiler Without Guessing
  4. Unity Mobile 60 FPS: Draw Calls & Zero-GC Budgeting
  5. Save Systems: What Survives a Session vs a Restart
  6. Build Settings and Platform Targets: What Changes at Build Time
  7. Ship Checklist: From Vertical Slice to Store Submission

Learning path

MCP for Game Development - Advanced

Engineer production-ready MCP systems through lifecycle design, stable contracts, multi-agent ownership, outcome-level observability, hardening, and a verified Unity capstone.

6 steps~49 minAdvanced
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  1. MCP Server Architecture, Transports, and Lifecycle
  2. Stable MCP Tool Contracts and Error Semantics
  3. Multi-Agent Ownership, Handoffs, and Conflict Avoidance
  4. MCP Observability: From Tool Calls to Task Success
  5. Production Hardening for MCP Servers
  6. Capstone: Unity Diagnosis to Verified Change

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54/54

Currency sink catalog

Sort a purchase into cosmetic, convenience, power, or time-skip, then match it to the currency whose trust boundary can carry it.

  • systems
  • economy
  • currency
Intermediate~6 min

Core loop

Name the repeating intent → action → result → re-entry cycle players must feel.

  • loop
  • design
Beginner~6 min

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