Screenshot from a level in the course, with the player in the center

Last update: April 2nd

The course is still in early access, with currently six out of twelve chapters available in the Pro version.

The course comes in 3 versions. Each builds on top of the previous one and adds extra content:

  1. Hobby (€ 14.95)
  2. Indie (€ 29.95)
  3. Pro (€ 59.95)

You’ll find some free tutorial samples below.

All versions come with source Godot projects so you can read the source code, learn from them and even reuse them in your own work! Want to skip ahead in a chapter? There are multiple checkpoint projects with `start` and `end` folders so you can pick up from a different video.

Videos list

Chapter 1: The character controller

  1. Project Structure Overview
  2. Create the Base Character Scene
  3. Input Map
  4. Input Direction
  5. Player Walk And Run
  6. Character Walk Anim
  7. Simple State Machine
  8. Bump State Collisions
  9. Bump State Animation
  10. Jump
  11. Jump Part 2
  12. Jump Bug Fix And Height Refactoring

Chapter 2: Combat mechanics: life, attacks and death

  1. Intro
  2. Basic Attack Animation
  3. Simple Attack Sword Code
  4. Simple Attack Connect With Player
  5. Health
  6. Health Improving Code Structure
  7. Stagger
  8. Death
  9. Combo Animation
  10. Combo Code Setup
  11. Combo Input

Chapter 3: AI 1: Design 2 simple monsters

4 new video tutorials coming on April 30th

  1. The Porcupine’s States Overview
  2. Spawn And Target
  3. Follow
  4. Arrive
  5. Roam
  6. Avoid
  7. Spot And Attack

Chapter 4: Build levels with Tiled map editor

  1. Intro To Tile-sets
  2. Create A Tile-set
  3. Auto-tiles
  4. Working With Tile-maps
  5. Auto-tile With 3 By 3 Bit mask
  6. Intro To Tiled Map Editing

Chapter 5: Breathe life to the game: world animation and particles


Chapter 6: Design and code the game’s User Interface


Chapter 7: AI 2: Add a pattern-based boss


Chapter 8: Learn the Game Design Workflow

The first 3 lessons are text-based

  1. You are a designer
  2. A game is made of 4 elements that support a theme
  3. Dan the Rabbit: game concept example
  4. Why And How To Analyze Games
  5. Cross Code Analysis
  6. Designer Insights Emmanuel
  7. Designer Insights Fibretigre
  8. Designer Insights Ed Atomic Racoon

Chapter 9: Build a Shop and an Inventory


Chapter 10: Design pattern: implement Finite State Machines in Godot

  1. The Initial Problem
  2. Basic State Management
  3. Introduction To Finite State Machines
  4. Implement The Base State Machine
  5. Build The Walk State
  6. Connect The States And The Fsm
  7. Going Further With Pushdown Automata

Chapter 11: Polishing the game


Final chapter: Putting the systems together


Extras: Bonus content

These are free tutorials available to everyone on Youtube, funded by the project. They’re designed to complement the course.

  1. Attack Tutorial 1: How To Animate The Sword
  2. Attack Tutorial 2: Code the Sword Attack
  3. Tool Mode: Draw In the editor’s viewport
  4. Camera 2d And Grid Snapping

Extras: contributions to the official Godot docs

Thanks to this project, I could dedicate time to Godot’s official documentation. I became a reviewer on GitHub and organized 8 documentation writing events that took the built-in code reference from 33% to 70% complete, thanks to the hard work of a few dedicated contributors. We collaborated with KidsCanCode to build a much better Step by Step guide in the official manual.

You’ll find some of the work I did bundled with the course.

New pages in the docs

Step by step guide:

  1. Introduction to Godot’s editor
  2. Godot’s design philosophy
  3. Design interfaces with the Control nodes
  4. Design a title screen
  5. Design the GUI
  6. Control the game’s UI with code


  1. Docs writing guidelines
  2. Contribute to the Class Reference (rewrite)

Demo projects

  1. AStar pathfinding on a 2d grid
  2. Navigation2D (rewrite)