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Game Development with Godot Engine

A problem-driven, project-based introduction to game development using the Godot Engine (4.x). Designed for absolute beginners, this course utilizes a top-down teaching philosophy: students are introduced to core programming concepts, 2D physics, and system design only when required to overcome specific development hurdles. Throughout the course, students will build and refine interactive prototypes, culminating in a fully functional 2D educational game optimized for web deployment.

7 Weeks | 20 Hours Live Session
Certificate of Completion
Project-Based Learning
2,000+
Trained Alumni
50+
Corporate Clients
100+
Training Batches
7+
Years Experience

Trusted by Leading Companies

About This Course

A problem-driven, project-based introduction to game development using the Godot Engine (4.x). Designed for absolute beginners, this course utilizes a top-down teaching philosophy: students are introduced to core programming concepts, 2D physics, and system design only when required to overcome specific development hurdles. Throughout the course, students will build and refine interactive prototypes, culminating in a fully functional 2D educational game optimized for web deployment.

Silabus Course

01

Godot Fundamentals & The "Node" Philosophy

  • The Engine Ecosystem: Navigating the Godot 4.x UI, understanding the Scene tree, and the Inspector.
  • Nodes & Scenes: The core mental model of Godot (everything is a Node; Scenes are reusable node trees).
  • Your First Object: Creating a simple 2D object using Sprite2D, positioning it via the Inspector, and understanding the 2D coordinate system.
02

Top-Down GDScript & Logic

  • Scripting Basics: Attaching a GDScript to a Node. Understanding the _process(delta) and _ready() functions.
  • Variables & Inputs: Reading keyboard inputs (Left/Right) to move an object. Introducing variables (var speed = 100) to control movement.
  • Basic Logic: Using if/else statements to keep the object within the screen boundaries.
03

2D Physics & Character Controllers

  • The Physics Engine: Transitioning from simple Sprites to CharacterBody2D and CollisionShape2D.
  • Gravity & Jumping: Implementing real-world physics concepts. Writing code for gravity (velocity.y) and checking floor states (is_on_floor()).
  • Character Animation: Integrating AnimatedSprite2D to trigger Idle, Run, and Jump states based on the character's current velocity and direction.
04

World Building & Level Design

  • TileMap Systems: Designing robust levels quickly using TileMap. Setting up autotiles and physics collision layers for the terrain.
  • Environment Design: Creating platforms, walls, and basic level layouts that encourage player exploration.
05

Visual Polish & Camera Systems

  • Dynamic Cameras: Implementing Camera2D to follow the player smoothly (position_smoothing). Setting camera limits to restrict the view to the level boundaries.
  • Parallax Backgrounds: Creating a sense of depth and 3D space in a 2D environment using ParallaxBackground and ParallaxLayer with varying scroll speeds.
06

Interactivity & Signal Systems

  • The Power of Signals: Understanding the observer pattern in Godot. Connecting nodes using Signals (e.g., triggering an event when a player touches an item).
  • Area2D & Collectibles: Creating coins or items using Area2D and body_entered signals to detect player interactions.
  • Removing Objects: Safely removing collected items from the game world using queue_free().
07

UI, State Management & Hazards

  • User Interface (UI): Using CanvasLayer, Label, and TextureRect to build a static HUD (Heads-Up Display) for scores and health.
  • Connecting State to UI: Updating the UI dynamically via signals when a player collects an item or takes damage.
  • Hazards & Basic AI: Creating static hazards (spikes) and simple patrolling enemies using RayCast2D to detect wall collisions and reverse direction.
08

The Game Loop, Audio & Deployment

  • Scene Transitions: Managing the core game loop. Creating a Main Menu, Game Over screen, and using change_scene_to_file() to move between them.
  • Audio Implementation: Adding Background Music (BGM) and Sound Effects (SFX) using AudioStreamPlayer to enhance game feel.
  • Exporting the Project: Configuring export presets.

Capstone Project

EduQuest: A 2D Interactive Learning Adventure

A polished, complete 2D platformer designed specifically as an educational tool for children. Students will synthesize all eight modules to engineer a game where traditional platforming mechanics are intertwined with cognitive challenges. Instead of simply reaching the end of the level, the player must explore the environment to find specific educational items (e.g., letters to spell a word, or numbers to solve a basic math equation) to unlock the final exit door. This project proves the student's ability to combine engaging gameplay loops with practical, educational utility.

Custom Character Controller: A responsive, animated player character utilizing Godot's built-in physics engine.
Modular Level Design: A fully designed, visually appealing level built using TileMaps, complete with dynamic camera tracking and parallax backgrounds.
Educational Triggers (Mechanics): Strategically placed Area2D nodes acting as educational collectibles. The game must track these specific items in the script logic.
Signal-Driven UI: A clean HUD that updates in real-time, displaying the student's current educational progress (e.g., showing the letters collected so far).
Conditional Win State: The exit portal only becomes active once the specific educational conditions (variables) are met, demonstrating logic and state management.
Web-Ready Export: The final deliverable must be exported as an HTML5 package, ensuring it is ready for deployment on the web or integration into a broader educational platform.
Corporate Training

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Training materials can be tailored to your team's specific needs and company projects.

Flexible Schedule

Flexible Schedule

Choose training times that suit your team: weekday, weekend, or special sessions at your office.

Professional Certificate

Official Certificate

All participants receive a professional certificate upon completion.

30-Day Support

Post-Training Support

Get free consultation access for 30 days after training to ensure successful implementation.

Real Projects

Real Projects

Participants will work on real-world projects that can be immediately applied in their work environment.

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FAQ

Frequently Asked Questions

Find answers to common questions about our training programs

Yes, we provide online (remote), offline (at your office, for corporate only), or hybrid training options based on your team's needs. All formats receive the same materials and certificates.

For corporate training, the minimum is 3 participants. However, we also accept individual registrations.

Absolutely. We offer custom curriculum services where materials can be tailored to your technology stack, active projects, and your team's specific needs.

Yes, we offer special group discounts: 10% for 5-9 participants, 15% for 10-14 participants, and 20-30% for 15+ participants from the same company.

Training duration varies depending on the material. For corporate training, schedules can be customized to your team's needs - weekday, weekend, or custom schedules.

Yes, all participants who complete the training will receive an official certificate from Rumah Coding. Digital certificates can be verified online.

Of course. We provide free consultation support for 30 days after training to help with implementation. Participants also get access to our exclusive community and training recording materials.

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Related Courses

Investasi
Rp 7,000,000
Per participant
Duration: 7 Weeks 20 Hours Live Session
Certificate of Completion

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