Lectures
Click on a lecture to see the recommended reading for that day. In addition, you can download the slides and any demo code. We do not record lectures in this course. You are expected to attend in order to learn the material.
16. Marketing and Promotion
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The in this lecture, we talk about getting your game out there, so you can be next Family Style. You cannot just release your app to the App Store if you actually want people to play it. You have to promote it. Details › |
| April 8, 2026 | no slides | no demos |
15. Deck Builders
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In the early days of the Indie Revolution, platformers were the go-to game for developers that wanted to break out. These days deck builders are all the range. In this lecture we will talk about this phenomenon. Details › |
| April 6, 2026 | slides | no demos |
14. Procedural Content
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Procedural content is always something that people strive for, because it can make your game infinitely replayable. But as we show in this lecture, this is harder - not easier - than traditional level design. Details › |
| March 20, 2026 | slides | no demos |
13. Level Design
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After several programming lessons, it is time to return to design. With alpha release around the corner, we need to talk about how we do proper level design. Details › |
| March 16, 2026 | slides | no demos |
12. Custom Pipelines
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Now that we have had an overview of how graphics works, it is time to learn how to set-up a custom graphics pipeline in CUGL. While SpriteBatch is an extremely powerful tool, custom pipelines can allow us to do some really cool effects. Details › |
| March 4, 2026 | slides | demos |