Mobile Game Development Programs
We've been teaching game development for about seven years now, and honestly, the biggest shift we've seen is how fast the industry moves. What worked two years ago barely scratches the surface today.
Our programs are designed around that reality. You won't find outdated theory here. Instead, you'll work with the same tools and frameworks that studios across Australia are using right now to ship actual games.
Foundation Track
Start from scratch. No experience needed. We cover Unity basics, C# fundamentals, and your first playable prototype. Takes about four months if you're consistent.
Advanced Development
Already built a few games? This track digs into multiplayer systems, performance optimization, and monetization strategies that actually work in 2025.
Studio Pipeline
Learn how real teams work. Version control, agile workflows, QA processes. The stuff that matters when you're building something people will actually download.
How the Program Works
Our next cohort kicks off in September 2025. Classes run Tuesday and Thursday evenings, with optional Saturday workshops. You'll also get access to our online workspace where most of the collaboration happens.
Setup and Foundations
First three weeks are all about getting your environment configured properly. We'll install Unity, set up version control, and make sure everyone's working with the same toolchain. You'll also build your first interactive scene.
Weeks 1-3Core Mechanics Development
This is where things get interesting. You'll implement player controls, physics interactions, and basic AI. We focus on mobile-specific challenges like touch input and different screen sizes. Most students have a simple game running by the end of this phase.
Weeks 4-10Polish and Publishing
The last stretch covers what separates hobby projects from real releases. UI design, sound integration, testing on actual devices. We'll also walk through the app store submission process, because that's where a lot of people get stuck.
Weeks 11-16Portfolio Project
Final four weeks are yours. You'll work on a game that showcases what you've learned. Some people go solo, others team up. Either way, you'll have something substantial to show potential employers or clients by early 2026.
Weeks 17-20
Learn from People Who've Been There
Our instructors aren't just teachers. They're active developers who still ship games professionally. That means when you run into a weird bug or can't figure out why your collision detection is acting strange, you're learning from someone who's debugged that exact problem on a commercial project.
Class sizes stay small on purpose. Usually around twelve to fifteen students per cohort. That way, you actually get personalized feedback instead of generic responses.
Eamon Devereux
Spent six years building mobile games for a Sydney studio before moving into education. Still freelances on the side, which keeps his curriculum relevant.
Birgitta Falkenström
Previously worked on optimization for a racing game that hit 2 million downloads. Now helps students make their games actually run smoothly on budget Android devices.