The 12 weeks become three projects. Each month the student plans, builds, equips and releases one complete game with Sofea AI and Godot.
Month 1 is a 2D Platformer, Month 2 a 2D Action RPG and Month 3 a 3D First-Person Shooter (FPS). Use the tabs under the outline to compare with the previous flow.
AI basics, AI in the game dev pipeline, the genre and Godot. The game is planned with Sofea as an HTML game plan and a playable HTML prototype.
Core gameplay built in Godot by prompting Sofea, tested after every change and saved in git.
Development continues while the student builds an asset tool on their own device for sprites, animation and UI.
The tool gains an audio module, then the game is exported for web, PC and mobile.
Three side-scrolling levels: run, jump, collect, avoid hazards and reach the goal.
Top-down real-time combat, enemies, inventory, NPC dialogue, one quest line and saving.
One 3D level with two weapons, waves of animated enemies and a win condition.
| Week | Topic | What the student should have at the end |
|---|---|---|
| Month 12D Platformer | ||
| 1 | AI basics, AI in the game dev pipeline, Sofea AI setup, the platformer genre, Godot tour, planning in HTML | A working Sofea setup, an HTML game plan and a playable HTML prototype |
| 2 | Core gameplay with Sofea: player controller, TileMap levels, hazards, debugging, git | A playable level: move, jump, die, respawn, win |
| 3 | Native asset tool for sprites, animation and UI; menus and levels | Asset tool v1 and a game with its own art, a menu and three levels |
| 4 | Audio module and sound in Godot; exporting to web, PC and Android | A finished 2D platformer on web, PC and the student's own phone |
| Month 22D Action RPG | ||
| 5 | Project 1 review, the action RPG genre, larger projects with Sofea, data-driven design, planning in HTML | An HTML game plan and a playable HTML combat prototype |
| 6 | Top-down movement, combat, enemy AI, item drops, git branches | One playable zone with combat and enemies |
| 7 | Asset tool v2 (four-direction sprites, RPG UI); inventory, dialogue, quest, save/load | Asset tool v2 and an RPG with inventory, a quest and saving |
| 8 | Combat audio and area music, mobile controls; exporting to web, PC and Android | A finished 2D action RPG on web, PC and phone |
| Month 33D First-Person Shooter (FPS) | ||
| 9 | Project 2 review, 3D in Godot, the FPS genre, the 3D AI pipeline, planning in HTML | An HTML game plan and a playable HTML 3D prototype |
| 10 | First-person controller, weapons, enemy AI with navigation, waves, greybox level | A playable greybox FPS with two weapons and enemy waves |
| 11 | Asset tool v3: AI image to 3D model, Blender cleanup, textures, rigging; HUD | Asset tool v3 and an FPS with its own models, an animated enemy and a HUD |
| 12 | 3D audio, performance, touch controls, saved settings; exporting to web, PC and Android | A finished 3D FPS on web, PC and phone |
Each month ends with a released game, so the student finishes the course with three games and one asset tool that covers 2D and 3D.
| Week | Topic | What the student should have at the end |
|---|---|---|
| 1 | AI-assisted development basics: how AI works, set up Claude Code and the project memory | A working AI setup |
| 2 | Game design basics: core loop, rewards, scope, choosing a game idea | A 1-page game design document |
| 3 | First steps in Godot + prompting | A playable Pong clone |
| 4 | Game logic: GDScript, input, physics, debugging | A 2D platformer: move, jump, die, win |
| 5 | From prototype to app: menus, levels, save/load, git | A game with several levels, a menu and saving |
| 6 | First real build: exporting to Android | The game running on the student's own phone |
| 7 | AI image → 3D model, Blender cleanup optional | One AI-made 3D model working in the game |
| 8 | Rigging and animation optional | A character animating in the game |
| 9 | Putting the character into gameplay optional | A small playable 3D scene |
| 10 | Vertical slice: one complete game loop, polish, sound | A polished slice |
| 11 | Polish and pre-publish: bug fixing, icon, screenshots, trailer | A release-ready build and store listing |
| 12 | Publishing through Todak Studios | A published game |
Marking: Competent / Not Yet Competent from the student's work. No written exams. The published game is the final project.
The student keeps one native asset tool for the whole course. Each project extends it, so by week 12 it covers the full 2D and 3D asset pipeline.
| Module | End of month 1 | End of month 2 | End of month 3 |
|---|---|---|---|
| Sprites | Side-view characters, tiles and items | Four-direction characters, terrain tilesets, item icons and portraits | Concept images used as input for 3D models |
| Animation | Idle, run, jump and fall sprite sheets | Walk, attack, hurt and death in four directions | Rigged enemy animation, finished in Blender |
| UI | Buttons, HUD icons and menu panels | Inventory grid, dialogue box, health and XP bars | FPS HUD and menus |
| Audio | Platformer sound effects and one music loop | Combat sounds with variations, ambience and area music | Weapon, footstep and impact sounds for 3D audio |
| 3D models | Not yet | Not yet | Concept image to 3D model, with Blender cleanup |
| Textures | Not yet | Not yet | Level, prop and weapon textures and materials |