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LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE

GAME DESIGN WITH UNREAL ENGINE 5

Dates: 23 JUL 2026 - 8 SEP 2026
Duration: 7 WEEKS
TUESDAYS & THURSDAYS
5 PM PT / 8 PM ET
ROBERT RABIN
EX-TECHLAND, UBISOFT
Robert Rabin
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE ON GAME DESIGN
DATES:
23 JUL 2026 - 8 SEP 2026
DURATION:
7 WEEKS
TUESDAYS & THURSDAYS
5 PM PT / 8 PM ET

Design games that players can’t put down.

Learn from Robert Rabin, a pro with 20+ years in the gaming industry and who contributed to Marvel’s Guardians of the Galaxy, Shadow of the Tomb Raider, Far Cry 4, and more, and build real, playable experiences using Unreal Engine 5 like the pros.

THIS COURSE IS FOR YOU, IF...

  • YOU ARE A DESIGNER

     

    You already know how to craft visuals but translating that into gameplay can feel like a different language. This game design course helps you bridge that gap. You’ll learn how to turn ideas into playable systems, pitch your vision, and design levels that guide player behavior.

  • YOU ARE A JUNIOR GAME DESIGNER

     

    Looking to take your gaming career to the next level? Here, you’ll level up how you design AI behaviors, shape encounters, and build immersive open worlds that actually sustain engagement. You’ll refine how you present your work, think through multiplayer design, and leave with portfolio pieces that show real progression.

  • YOU ARE A GAME DEVELOPER

     

    When you’re building a game, design decisions can easily get lost in the rush to make things work. This video game design course helps you slow that down. You’ll learn how to define your core mechanics, structure your ideas into something testable, and use prototypes to answer real questions about your game.

  • YOU ARE A CAREER SWITCHER OR GRADUATE

     

    Getting into game design can feel unclear, especially when you don’t know what studios are really looking for. In these game design classes, you’ll explore how designers approach problems, how systems come together, and what makes a strong portfolio. By the end, you’ll have something tangible to show, along with a clearer sense of where you fit in the industry.

Our students work in 1600+ companies worldwide

  • Google logo
  • Apple logo
  • Ubisoft logo
  • Microsoft logo
  • Blizzard logo
  • Uber logo
  • Epic Games logo
  • Amazon logo
  • Spotify logo
  • Meta logo
  • PlayStation Studios logo
  • Nike logo
 
ABOUT THE COURSE / WHAT YOU'LL DO
01
REAL HANDS-ON WORK

This is not a spectator mode. Through 6 assignments and 8 workshops, you’ll design enemy archetypes, sketch encounters, build level blockouts, and prototype mechanics inside Unreal. Every task pushes you to think, test, and refine like a working designer.

02
PRO INSIGHT

Step inside real pipelines behind titles like Marvel’s Guardians of the Galaxy and Far Cry. You’ll break down AI systems, encounter design, and open-world logic through case studies and live demos, seeing not just what works, but why it works.

03
FINAL PROJECT

By the end, you’ll build a functional game prototype, from concept to technical demo, following a AAA-style workflow. This is a portfolio centerpiece that shows studios how you think, design, and execute under real-world constraints.

INSTRUCTOR
  • Designed systems and AI behaviors across 20+ years in AAA development
  • Shaped gameplay on Marvel’s Guardians of the Galaxy
  • Built worlds for Shadow of the Tomb Raider
  • Contributed to Far Cry 4 and Far Cry 3: Blood Dragon
  • Crafted encounters, progression systems, and open-world design frameworks
  • Led open-world design on Atlas Fallen
  • Mentors designers on turning ideas into systems that actually play well
Instructor Rober Rabin
syllabus
00
TUE (7/21), 5 PM PT/8 PM ET
Welcome Class

Kick things off by seeing what you’ll build and how the course runs. Meet your instructor, your cohort, swap favorite game moments, and start thinking like a game designer from day one.

  • Instructor intro
  • Course structure
  • Assignments & final project 
  • Housekeeping rules
  • Workshop: Discussing favourite games
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01
THU (7/23), 5 PM PT/8 PM ET
Introduction to Game Design

Get a clear picture of what game designers do — from systems to levels to narrative — and where you fit in. Learn how ideas turn into playable features through prototyping, playtesting, and iteration, while navigating real studio structures from indie teams to AAA.

  • Game design types
  • Game designer’s role & responsibilities
  • Team & organizational hierarchy
  • Feature briefs & presentations
  • Case Study: Game design pipelines 
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02
TUE (7/28), 5 PM PT/8 PM ET
Game Vision & Presentation

Learn how to turn a rough idea into a game people want to play and a pitch studios can say yes to. You’ll define your concept, sharpen its positioning, and package it into a clear one-pager that sells the vision, not just the vibe.

  • Pitch parameters & limits
  • Using analytics & instincts
  • Core game pillars & positioning
  • References & design models
  • Workshop: Creating a one-pager brief
  • Visual mockups, gameplay boards, storyboard art

Assignment #1 (Optional): Visual & Concept
Prepare visual or concept materials for a one-pager brief.

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03
THU (7/30), 5 PM PT/8 PM ET
Gameplay Elements & Generating Player Emotions

Learn how to design gameplay that makes players feel something. You’ll connect mechanics, difficulty, and progression to player psychology, learning how to guide emotions and reactions.

  • Player psychology & character
  • Enemy behaviors & environmental interactions
  • Controls, input system, UI, rewards, goals, progression
  • Encouraging vs. discouraging continued play
  • Tuning & balancing gameplay challenge
  • Workshop: Brainstorming gameplay elements & mechanics
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04
TUE (8/4), 5 PM PT/8 PM ET
AI Gameplay Systems

Design NPCs that make players think, react, and adapt. Build smarter enemy archetypes, align them with player skill challenges, and bring them to life with feedback, behaviors, and systems that make gameplay feel alive.

  • What is AI in games?
  • Creating enemy archetypes: Types, classes, actions 
  • Different types of AI design: Human vs. creature
  • Feedbacking enemy behaviors 
  • Designing companion AI systems: Navigation, abilities, bark systems
  • Case Study: Guardians of the Galaxy 

Assignment #2: Designing Archetypes
Based on a given game scenario, design enemy archetypes and demonstrate how they provide distinct challenges to the player.

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05
THU (8/6), 5 PM PT/8 PM ET
Level Design & Player Possibilities

Learn how to plan and build game spaces. You’ll map paths, place encounters, and create layouts that give players choice, challenge, and multiple ways to solve each encounter, all while thinking like a designer.

  • References & mood 
  • 2D & 3D sketching: Photoshop & Sketchup
  • Player goals, pathing, encounters, environment interactions
  • Workshop: 2D sketching of an encounter/mission location
  • Blockout & collaboration with environment art
  • Modular level design: Evaluating composition & layout

Assignment #3: 3D Blockout
Construct an interior or exterior layout for a game with indications of enemy placement and player ingredients that supports multiple gameplay styles for completing an objective.

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06
TUE (8/11), 5 PM PT/8 PM ET
Prototyping New Mechanics & Features I + Guest Speaker

By the end of this class, you’ll be able to plan, scope, and prototype key gameplay mechanics in Unreal Engine 5, from player movement to abilities, while using data tables to bring your ideas to life — all with a clear view of what’s core, what’s extra, and how to pitch it across teams.

  • Player movement, controls, attacks
  • Creating feature set lists
  • Core & generic elements
  • Case Studies: Prototype processes & pitches 
  • Workshop: Planning the core elements to prototype 
  • Collaborating with other departments 

Assignment #4: Paper Design Brief
Prepare the paper design brief and list of features to prototype for a specific game. Describe the environment where the prototype will be staged and why this location is selected.

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07
THU (8/13), 5 PM PT/8 PM ET
Prototyping New Mechanics & Features II + Guest Speaker

Join a technical class with a guest speaker who will show you some of the best tips for working in Unreal Engine. Dig deeper into navigation systems, enemy attacks integration, interactive environments, and more.

  • Setting up a new behavior archetype class 
  • Implementing A.I. navigation systems
  • Enemy detection & sensory 
  • Integrating basic enemy attacks
  • Gameplay objects & interactive environment
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08
TUE (8/18), 5 PM PT/8 PM ET
Introduction to Blueprint Scripting + Playtesting & Design Iterations

Get hands-on with visual scripting — from dynamic enemies to interactive objectives — and learn how to gather, analyze, and act on playtest feedback so your designs can improve. You’ll leave knowing how to set up game logic and iterate with real player data.

  • Blueprint scripting fundamentals 
  • Playtesting & iteration fundamentals 
  • Playtest analysis & next steps
  • Workshop: Reviewing playtest data & proposing design adjustments
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09
THU (8/20), 5 PM PT/8 PM ET
Game Analytics: Using AI Tools for Game Development + Guest Speaker

Explore how AI and human creativity team up in game design, from procedural levels and machine-learning NPCs to difficulty curves and modular encounters. Learn to spot where AI accelerates workflow, and where human design instincts still make the game memorable.

  • Procedural generation, randomized layouts, encounters
  • Non-linear player progression & difficulty curves
  • Case Study: Modular encounter designs
  • QA analysis: Quantitative data & bugs
  • AI for visual mockups 
  • Machine learning NPC’s

Assignment #5: Playable Prototype
Complete your playable prototype in Unreal Engine.

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10
TUE (8/25), 5 PM PT/8 PM ET
World Design I

Design worlds that feel lived-in and full of story. You’ll turn high-level concepts into 2D maps, segment districts, define key locations, and build a “world bible” that guides gameplay and narrative — keeping immersion and player choice front and center.

  • References, geography, structure, themes, key locations
  • Workshop: Researching a city & identifying key locations 
  • Building a 2D world map with districts & sectors: LucidChart
  • World map for Blueprint building
  • World bible & modular open world activity design
  • Safe zones & settlements 
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11
THU (8/27), 5 PM PT/8 PM ET
World Design II

Digging deeper into building open worlds. Learn to sync AI factions, environmental storytelling, and player choices so every corner of your game reacts to the story, making player agency and narrative themes click naturally.

  • Grounding game mechanics with narrative intentions
  • Contextualizing the game experience 
  • Collaborating with writers: Lore, activities, encounters 
  • Narrative congruency vs. disconnect 
  • World AI systems, actions, player agency 
  • Case Study: Deus Ex: Mankind Divided

Assignment #6 (Optional): Open World Loop
Design an Open World Loop that connects activities and influences player progression and world state. Describe the setting of the world, key locations, and what the player’s overall goal is.

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12
TUE (9/1), 5 PM PT/8 PM ET
Multiplayer Design + Guest Speaker

Design multiplayer worlds that work. Explore co-op, PvE, and PvP systems, balance player motivations, and tackle real-world level design challenges, so your online experiences are engaging, fair, and fun.

  • Online play & player motivations: PvP vs. Co-op
  • Designing a cooperative experience for a single player game
  • Co-op mechanics, PvP player matchups & design challenges
  • Case Study: Atlas Fallen - The Coop Strike Team
  • Level design needs for a multiplayer game
  • Guest Speaker: Building a multiplayer level design map
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13
THU (9/3), 5 PM PT/8 PM ET
Gameplay Prototype Presentations & Feedback

Pitch your gameplay prototype, get real feedback, see what works and what doesn’t in practice. Learn from peers, refine your ideas, and walk away with a clearer sense of how to turn a concept into a playable experience.

  • Workshop: Prototype presentation & peer feedback
  • Class presentation
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14
TUE (9/8), 5 PM PT/8 PM ET
Getting Hired as a Game Designer

Step into a studio with confidence: define your design focus, build a portfolio that gets noticed, and tackle interviews like a pro while learning the networking moves and extra skills that give you an edge in the game industry.

  • Determining your design specialty
  • Building a portfolio 
  • Networking do’s & don’ts
  • Preparing for job interviews
  • Additional skills for a competitive advantage
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What our students say

Student Rebecca Kouwe
Rebecca Kouwe
HUMAN RESOURCES ANALYTICS
"I really enjoy the format of the course. Lectures with real life examples and an ongoing case study. Also built in 20 minutes at the end of each class for questions is helpful."
Student Hayley Smith
Hayley Smith
BRANDING 101
"Overall I'm impressed with the level of detail and explanation around particular topics and subjects. There's a real depth to each module which for learning allows the information to stay in your brain."
Student Carlos Andres
Carlos Andres
BECOME AN ART DIRECTOR
"The group activities, they allow us to interact and exchange ideas, plus the way it is structured is challenging and mind twisting as we collaborate in different parts of the ideation."
Student Courtney Fulton
Courtney Fulton
WOMEN IN LEADERSHIP
"I enjoyed the structure of the class. I like how we learned about a topic and practiced it in the workshops. It’s helped me to apply what I learned!"
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