Xuange Vorthyhra

Build Mobile Games That Actually Work

Most Unity courses throw theory at you. We start with something you can play on day three. Real projects, actual game mechanics, and the technical foundation you need to ship games people want to download.

See How We Teach
Unity mobile game development workspace showing project structure and scene view

Three Stages. Real Progress.

Each stage builds on what you learned before. No random tutorials. Just a clear path from basics to shipping.

1

Foundation

You can't build games without understanding the Unity editor. We spend time here so you're not lost later.

  • Scene management and prefabs
  • Basic C# scripting patterns
  • Component architecture
  • Mobile input handling
2

Game Systems

This is where it gets interesting. You build systems that make games feel responsive and fun.

  • Player controllers that feel right
  • Simple AI behaviors
  • Score and progression systems
  • Performance optimization basics
3

Polish & Launch

Getting a game on the store means understanding builds, testing, and all the tedious stuff most courses skip.

  • Android and iOS build process
  • UI/UX for mobile screens
  • Testing on real devices
  • Basic monetization setup
First Prototype
Week 3
Complete Game
Week 8
Polished Build
Week 12
Ready to Ship
Week 14

Not Sure Where You Fit?

People come to game development from different places. Here's what usually makes sense based on where you're starting.

I've never coded before. Will this work for me?
Yes, but expect some frustration in weeks 2-4. We teach C# from scratch, but programming takes time to click. If you can commit to daily practice, even 30 minutes, you'll get through it. Most students with zero experience finish the course.
Start with Foundation module Expect 15-20 hours/week
I know some Python. How fast can I move?
You'll breeze through the first C# sections. Focus on Unity-specific patterns instead. You can probably skip ahead after week 1 if the syntax feels comfortable. The real learning is in game architecture, not language basics.
Focus on Unity systems 10-12 hours/week likely
Code editor showing Unity C# script with component references
I want to freelance. Is this course enough?
It gives you the skills. But freelancing means you need a portfolio and some networking. By the end, you'll have 2-3 complete games to show. That's a start. Whether you can land clients depends on how you present your work and find opportunities.
Complete all projects Polish portfolio pieces
What if I just want to build one game idea?
That's actually the best motivation. Use the course structure but adapt projects to your idea. You'll learn the same concepts while building something you care about. Just don't skip the optimization and testing modules – those are where hobby projects die.
Adapt exercises to your game Don't skip technical modules

What You'll Actually Build

Forget vague promises. Here's what students typically create during the course. These aren't demo projects – they're games you could publish.

Endless Runner That Feels Good

First major project. Simple concept, but you'll learn proper player physics, procedural generation, and mobile touch controls. Most students spend extra time polishing this one because it's actually fun to play.

Puzzle Game With Progression

This teaches level design, save systems, and how to structure difficulty curves. Less exciting visually, but this is where you understand game architecture. The technical skills here transfer to any genre.

Your Choice Project

Final weeks are open. Some build action games, others do strategy or simulation. We guide you through scope management and getting something actually finished. That matters more than the genre.

Mobile game interface showing polished UI elements and gameplay scene
Instructor portrait

Who Teaches This

Lead Instructor

I shipped my first mobile game in 2018. It made €200 total. But I learned more from that failure than any tutorial taught me. Since then, I've worked on six published titles and helped studios in Barcelona and Madrid optimize their mobile workflows.

This course exists because I wished someone had shown me the unsexy parts earlier. Build settings. Memory management. Testing on actual devices instead of the editor. The stuff that separates finished games from abandoned projects.

We start the next cohort in September 2025 from our Oviedo location. Classes run Tuesday and Thursday evenings with weekend lab sessions.

Start Building in September 2025

Next cohort begins September 9th. We cap enrollment at 18 students so everyone gets proper feedback. If you want to build games instead of just watching tutorials, this might fit.