Lessons
23 stages and 358 lessons in 2 courses. Each lesson stands alone.
Course 1
Stage 1: The vibe-coded disaster
Why a game made fast with AI breaks, loses work and gets cheated.
Stage 2: Build a real workshop
Planning, the code editor, AI prompts, the command line and Git.
- Planning and teamwork
- Antigravity 2.0, our workshop
- The command line
- Claude Opus 5.5, our AI teammate
- So many ways to code
- Prompts that work
- Claude's helpers: subagents and Remote Control
- Permissions: how much can the AI do alone?
- Code like LEGO
- Debugging: find the bug, don't guess
- Git commits: save points
- Push, pull, fetch and clone
- Branches: try ideas safely
- Merge conflicts
- Pull requests and code review
- Docs and READMEs
- Tests: unit and integration
- Robot players: end-to-end tests
- The robot tester
- Boss: Workshop ready
Stage 3: Make it feel great
Game design, movement, art, sound, juice, accessibility and playtesting.
- Game design and the core loop
- Level design
- Story and dialogue
- Game math: moving and colliding
- Game loops and state machines
- Controls that feel fair
- Enemy brains and pathfinding
- Procedural generation
- 60 frames per second
- Art, sprites and animation
- The asset pipeline
- Sound and music
- Game feel and juice
- Shaders and visual effects
- Tutorials and menus
- Accessibility
- Screen readers and games
- Balancing with numbers
- Playtesting
- Boss: Feels great
Stage 4: Connect to the cloud
Logins, cloud saves, leaderboards and keeping player data safe.
- What is a backend?
- Requests, APIs and JSON
- Designing your data
- Firebase logins
- Cloud saves
- Cross-platform saves and cross-play
- Leaderboards
- Real-time and multiplayer basics
- Multiplayer: who decides what happened?
- Concurrency: two things at once
- Code on the server
- Your own servers: AWS EC2 and Lightsail
- Stopping cheaters
- Keeping player data safe
- Staying safe online: accounts and AI agents
- Web security: XSS, headers and HTTPS
- Costs and scaling
- What AI costs
- AI inside the game
- Boss: Cloud connected
Stage 5: Make it official
Your company, copyright, licences, trademarks, player agreements and insurance.
Stage 6: Make money
Ways to earn, pricing, payments, ads, sales tax and playing fair with players' money.
- Five ways to earn
- How paid games pay
- How freemium pays
- How in-game purchases pay
- Battle passes and season passes
- Dark patterns: fair or manipulative?
- How donations pay
- How ads pay
- Bank accounts and taxes
- Payments with Stripe
- Webhooks: how we know they paid
- Selling worldwide: currencies and FX
- Sales tax and VAT
- Refunds, disputes and fraud
- Pricing our games
- Boss: Money talks
Stage 7: Ship it!
Websites, app stores, Steam, consoles and launch day.
- Choose your channel
- Early access
- Cloudflare and our domain
- PWA: install from the web
- Web performance: fast to load, smooth to play
- Google Play and App Store
- Translating the game
- Building and signing app releases
- QA passes and bug tracking
- Piracy and DRM
- Steam
- Consoles
- Testers and review
- Launch day and support
- Boss: Launch day
Stage 8: Get found
Store pages, trailers, festivals, Discord, short videos and search.
- Who is it for? Market research
- Go-to-market: the launch plan
- A store page that sells
- Trailers and screenshots
- Demos and game festivals
- Pitching journalists
- Discord: our community home
- Newsletters and mailing lists
- TikTok and short videos
- Influencers and creators
- Paid ads: buying players
- Search Console
- AEO: be the answer
- Ready for AI agents
- Boss: Everyone knows
Stage 9: Keep players
Events, updates, rewards and reading the numbers.
- What is LiveOps?
- Version numbers and patch notes
- Public roadmaps
- Reading the numbers
- Remote Config switches
- Seasonal events
- Tournaments, esports and wikis
- Achievements and rewards
- Push notifications
- Updates and player feedback
- Refactoring and technical debt
- When things break: outages, attacks and backups
- Boss: They keep coming back
Stage 10: Grow the studio
Unit economics, hiring, publishers, crowdfunding and grants.
Stage 11: Investors and exits
Shares, valuation, pitching, term sheets and selling a studio.
Course 2
Stage 1: The big one
Three apps shipped. Now Kai and Remy plan a bigger game, and every guess about it gets tested.
- Three apps shipped: what now?
- Picking the next game: bets and evidence
- The design doc
- Technical design docs and RFCs
- Architecture decision records
- Estimating: why every guess is wrong
- Narrow the cone
- Publisher or investor?
- Publisher deals, line by line
- Follow the money
- Risks and the risk register
- Score the risks
- Build, buy or borrow
- Outsourcing and who owns the work
- Prototype the hard part first
- Vertical slices
- Milestones: alpha, beta, gold
- Requirements that can be tested
- Saying no
- Boss: Plan the big one
Stage 2: Architecture at scale
Shard Garden needs servers that keep working when a million players show up.
- Monoliths, modules and services
- An API contract
- Versioning an API
- REST, GraphQL and RPC
- Queues and background jobs
- Events and pub/sub
- Caching: the hardest easy thing
- CDNs and the edge
- Database indexes
- Find it with an index
- Transactions and consistency
- Replicas
- Sharding
- Migrations without downtime
- Idempotency and retries
- Rate limiting
- Pace the requests
- Boss: Architecture at scale
Stage 3: Netcode
Friends on four continents play in one garden, and it has to feel like the same room.
- Latency, jitter and packet loss
- UDP, TCP, WebSockets and WebTransport
- Tick rate and snapshots
- Client prediction
- Feel the round trip
- Server reconciliation
- Lag compensation
- Rollback netcode
- Lockstep
- Interest management
- Matchmaking and skill ratings
- Rate a match
- Lobbies and sessions
- Regions and relays
- Testing on bad networks
- Boss: Netcode
Stage 4: Make it fast everywhere
LCP, INP and CLS measure what a player feels on a real phone, not on our laptops.
- Lab data and field data
- LCP: the big thing appears
- INP: answering every tap
- CLS: nothing jumps
- Origin response and TTFB
- Cache-Control and revalidation
- Compression: gzip, Brotli, zstd
- Modern image and texture formats
- Code splitting and lazy loading
- Fonts without flashes
- Frame-time budgets
- Profiling CPU and GPU
- Memory and garbage collection
- Phones: heat and battery
- Load testing
- Boss: Make it fast
Stage 5: See inside the game
Logs, metrics and traces show what Shard Garden is doing for every player, right now.
- What observability is
- Structured logs
- Log levels, and what never to log
- Metrics: counters, gauges, histograms
- Percentiles: p50, p95, p99
- Find the p90
- Traces and spans
- Sampling
- Dashboards that answer a question
- SLIs and SLOs
- Error budgets
- Alerts that matter
- On-call and runbooks
- Crash reports and browser errors
- Exporting and keeping data
- Boss: See inside the game
Stage 6: Ask the data
Events, pipelines and SQL answer what players actually do in Shard Garden.
- Event design and naming
- An analytics pipeline
- Exporting to a warehouse
- SQL: SELECT and WHERE
- SQL: GROUP BY and JOIN
- Funnels
- Cohorts and retention curves
- A/B tests: the design
- A/B tests: the statistics
- Lifetime value
- Which ad brought them?
- Pick a bid
- Dashboards for the team
- Data quality
- Privacy-safe analytics
- Predicting churn
- Boss: Ask the data
Stage 7: Keep it running
Shipping every day without breaking the garden for the players inside it.
- CI/CD pipelines
- Environments: dev, staging, production
- Infrastructure as code
- Containers
- Canary releases
- Read the canary
- Blue-green deploys
- Rollbacks
- Feature flags at scale
- Incident command
- Status pages and telling players
- Blameless postmortems
- Backups: RPO and RTO
- How much is lost?
- Chaos engineering
- Capacity planning
- Cloud costs (FinOps)
- Boss: Keep it running
Stage 8: Trust and safety
Players build and chat in Shard Garden, so the studio keeps them and their data safe.
- Threat modelling
- Passkeys
- Tokens and sessions
- Secrets management
- Supply-chain security
- Keeping dependencies current
- Read the version range
- DDoS and bots
- Bug bounties and pen tests
- Moderating chat
- Filter the chat
- Reporting and blocking
- Safety review for player-made levels
- Children's online safety laws
- The EU's Digital Services Act
- Data requests: access and deletion
- AI agents and security reviews
- Boss: Trust and safety
Stage 9: Every channel
One game on the web, phones, Steam and consoles, each with its own rules.
- A multi-channel strategy
- Cross-progression
- Porting
- Console certification
- Age ratings: IARC, ESRB, PEGI
- Read the labels
- Store algorithms and featuring
- Regional pricing
- Platform fees compared
- What reaches the studio?
- Web shops and other payment options
- The DMA: paying outside the store in Europe
- Subscription catalogues and cloud gaming
- PC stores beyond Steam
- Tablets, foldables and Chromebooks
- Markets with their own rules
- Boss: Every channel
Stage 10: Live economy
Shard Garden's coins, seasons and player-made levels, kept fair for years.
- Sinks and sources
- Balance the coins
- Inflation in game economies
- Pricing virtual items
- Coins on the books: bookings and revenue
- Ad mediation and bidding
- Loot boxes and the law
- Trading and scams
- Spot the scam
- Level editors and player-made content
- Mods and modding communities
- Creator programmes
- Live events and seasons
- Community at scale
- Backlash and review bombs
- When a game shuts down
- Boss: Live economy
Stage 11: AI at scale
AI features that a million players can use safely, fast and within budget.
Stage 12: The studio at scale
From two founders to a studio with managers, a board and decisions that last.
- Org design
- Managers and one-to-ones
- Career ladders
- Options for the team
- Remote and hybrid studios
- Forecasts and runway
- How long is the runway?
- Tax credits for games
- Board meetings
- When founders disagree
- Mergers: joining two studios
- Split the merged studio
- Who gets what
- Selling shares and going public
- Layoffs and closures, handled well
- Studio culture
- The game as a franchise
- What lasts
- Boss: The studio at scale