Mechanics, systems, player experience, prototyping and balancing.
Subject 01 · Available now
Games Development
Six sensible areas. Four ways in. Enough useful material to plan or refresh a lesson without turning Curricly into another giant resource list.
Blockouts, player flow, navigation, encounters and pacing.
Practical Unreal and Unity workflows without chasing every feature.
Fundamentals, gameplay scripting, debugging and readable code.
Planning, briefs, teamwork, version control and portfolio presentation.
Choose the job
What do you need to do?
Short explainers, focused refreshers and sensible next steps.
02Teach itPractical teaching approaches, common snags and level adaptations.
03Use itActivities, prompts, generators and free tools that earn their place.
04Keep currentVerified updates with a calm teaching perspective, not a news firehose.
The map
Six areas, not fifty categories.
Game Design
Mechanics, systems, player experience, prototyping and balancing.
3D Art
Modelling, UVs, materials, lighting and realtime asset workflows.
Level Design
Blockouts, player flow, navigation, encounters and pacing.
Game Engines
Practical Unreal and Unity workflows without chasing every feature.
Programming
Fundamentals, gameplay scripting, debugging and readable code.
Production / Pre-production
Planning, briefs, teamwork, version control and portfolio presentation.
Good starting points
Useful across a Games team.
Topology without the waffle
A quick way to explain why the arrangement of edges matters without turning topology into a list of rules.
A first Blender session that makes something
Get learners navigating, transforming and combining shapes before explaining every part of the interface.
Greybox before art
Use simple geometry to test scale, route and timing while changes are still cheap.
Debug Blueprints without adding random wires
A calm four-step routine for checking events, values, branches and the object actually receiving the call.
Use the Blender Manual as a working reference
The maintained official reference for interface, modelling, materials, animation, rendering and file workflows.
Unreal Blueprints Quick Start
Epic's guided first Blueprint: components, collision, an event graph and reusable launch-pad behaviour.
Subject 02 · Later
Animation is coming next.
We are building Games properly first. The content model already supports another subject without mixing half-finished Animation pages into this library.