Todak AI Creator Program / Game Track

AI Solo Game Developer: new course flow

Short answer

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.

Every month

The four-week cycle

Week 1

Plan

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.

Week 2

Build with Sofea

Core gameplay built in Godot by prompting Sofea, tested after every change and saved in git.

Week 3

Native asset tools

Development continues while the student builds an asset tool on their own device for sprites, animation and UI.

Week 4

Audio and publish

The tool gains an audio module, then the game is exported for web, PC and mobile.

Three projects

One game per month

Month 1, weeks 1 to 4

2D Platformer

Three side-scrolling levels: run, jump, collect, avoid hazards and reach the goal.

Month 2, weeks 5 to 8

2D Action RPG

Top-down real-time combat, enemies, inventory, NPC dialogue, one quest line and saving.

Month 3, weeks 9 to 12

3D First-Person Shooter (FPS)

One 3D level with two weapons, waves of animated enemies and a win condition.

Week by week

The 12-week outline

Plan Build with Sofea Native asset tools Audio and publish
WeekTopicWhat the student should have at the end
Month 12D Platformer
1AI basics, AI in the game dev pipeline, Sofea AI setup, the platformer genre, Godot tour, planning in HTMLA working Sofea setup, an HTML game plan and a playable HTML prototype
2Core gameplay with Sofea: player controller, TileMap levels, hazards, debugging, gitA playable level: move, jump, die, respawn, win
3Native asset tool for sprites, animation and UI; menus and levelsAsset tool v1 and a game with its own art, a menu and three levels
4Audio module and sound in Godot; exporting to web, PC and AndroidA finished 2D platformer on web, PC and the student's own phone
Month 22D Action RPG
5Project 1 review, the action RPG genre, larger projects with Sofea, data-driven design, planning in HTMLAn HTML game plan and a playable HTML combat prototype
6Top-down movement, combat, enemy AI, item drops, git branchesOne playable zone with combat and enemies
7Asset tool v2 (four-direction sprites, RPG UI); inventory, dialogue, quest, save/loadAsset tool v2 and an RPG with inventory, a quest and saving
8Combat audio and area music, mobile controls; exporting to web, PC and AndroidA finished 2D action RPG on web, PC and phone
Month 33D First-Person Shooter (FPS)
9Project 2 review, 3D in Godot, the FPS genre, the 3D AI pipeline, planning in HTMLAn HTML game plan and a playable HTML 3D prototype
10First-person controller, weapons, enemy AI with navigation, waves, greybox levelA playable greybox FPS with two weapons and enemy waves
11Asset tool v3: AI image to 3D model, Blender cleanup, textures, rigging; HUDAsset tool v3 and an FPS with its own models, an animated enemy and a HUD
123D audio, performance, touch controls, saved settings; exporting to web, PC and AndroidA 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.

Weeks 3 and 4 of every month

The student's asset tool, month by month

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.

ModuleEnd of month 1End of month 2End of month 3
SpritesSide-view characters, tiles and itemsFour-direction characters, terrain tilesets, item icons and portraitsConcept images used as input for 3D models
AnimationIdle, run, jump and fall sprite sheetsWalk, attack, hurt and death in four directionsRigged enemy animation, finished in Blender
UIButtons, HUD icons and menu panelsInventory grid, dialogue box, health and XP barsFPS HUD and menus
AudioPlatformer sound effects and one music loopCombat sounds with variations, ambience and area musicWeapon, footstep and impact sounds for 3D audio
3D modelsNot yetNot yetConcept image to 3D model, with Blender cleanup
TexturesNot yetNot yetLevel, prop and weapon textures and materials
For the team

Changes from the previous flow

  1. 1The course is now three projects, one complete game per month, instead of one game built across 12 weeks.
  2. 2Every month follows the same four-week cycle: Plan, Build with Sofea, Native asset tools, then Audio and publish.
  3. 3Game design moves into week 1 of each month. The 1-page game design document becomes an HTML game plan with a playable HTML prototype, both made with Sofea.
  4. 4Students build their own native asset tool in week 3 and add audio in week 4. Each project extends the same tool.
  5. 5The optional 3D pathway (weeks 7 to 9) is replaced by month 3, a 3D FPS that every student completes. AI image to 3D, Blender cleanup and rigging move into week 11.
  6. 6Android export moves from week 6 to week 4 of every month, together with web and PC builds.
  7. 7Git and save/load stay, in weeks 2, 6, 7 and 12.
  8. 8The Pong clone, the separate polish weeks (10 and 11) and publishing through Todak Studios are removed. Polish and release are part of every week 4.
  9. 9Marking is not set for the new flow yet.