Build Games People Actually Want to Play

Learning mobile game frameworks isn't just about memorizing APIs. It's about understanding player behavior, performance optimization, and shipping products that work. Our program starts July 2026 with a focus on practical application.

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Mobile game development workspace with multiple devices showing framework testing

Three Frameworks, One Complete Picture

Unity for Scale

Most studios in Spain still use Unity for cross-platform development. You'll work with it extensively because job listings demand it. We cover C# scripting, asset pipeline optimization, and mobile-specific performance patterns.

Godot for Speed

Indie teams love Godot because it's lightweight and free. The scripting language is easier to pick up than C++, and you can prototype faster. We teach you how to evaluate when Godot makes more sense than heavier alternatives.

Custom Solutions

Sometimes you need to build your own tools. We spend time on JavaScript frameworks for web-based games and native mobile integration when frameworks fall short. Real projects rarely fit perfectly into one box.

How the Program Actually Works

The program runs for nine months starting July 2026. Each phase builds on the previous one, but we don't pretend this is easy. You'll need to dedicate real time outside of class sessions.

1

Foundation Phase (Months 1-2)

You can't build games without understanding how game loops work, how rendering pipelines function, and why frame rates matter. This phase covers the fundamentals that apply across all frameworks.

Game Architecture Performance Basics Input Systems Asset Management
2

Framework Deep Dive (Months 3-5)

This is where we get into Unity and Godot specifics. You'll build several small games to understand how each framework handles common scenarios. Expect frustration when things don't work as documented.

Unity 2D/3D Workflows Godot Scene System Mobile Optimization Physics Integration
3

Real Project Work (Months 6-7)

Teams of three work on a complete game from concept to testable build. You'll deal with merge conflicts, changing requirements, and performance issues on actual devices. This is where theory meets reality.

Team Collaboration Version Control Testing on Devices Bug Tracking
4

Polish and Portfolio (Months 8-9)

The final phase focuses on making your work presentable. You'll optimize performance, fix remaining bugs, and document your process. The goal is having something you can actually show potential employers.

Performance Profiling Portfolio Development Technical Documentation Presentation Skills

Who's Teaching This Program

Instructor profile photo

Damir Vasylenko

Lead Unity Instructor

Spent eight years at a Barcelona studio working on mobile titles you've probably seen in app stores. Now teaching because someone needs to explain why certain Unity patterns actually cause more problems than they solve. Focuses on performance optimization and asset pipeline management.

Instructor profile photo

Siobhan Pasternak

Godot Specialist

Worked on several indie projects that launched successfully before joining our program. Knows Godot's strengths and limitations from actual production experience. Also handles the web framework portion because modern games increasingly need browser versions.

What Makes This Different

Most game development courses teach you how to follow tutorials. That's fine for getting started, but it doesn't prepare you for the messy reality of actual game projects where nothing works exactly as expected.

Our approach puts you in situations where you have to make technical decisions without clear answers. Which framework fits this project better? How do you optimize for older devices? What happens when your physics simulation breaks on iOS but works fine on Android?

Equipment Requirements

You'll need a computer capable of running Unity (Mac or Windows with 16GB RAM minimum). You'll also need at least one Android device for testing. iOS testing is helpful but not required. We provide access to our device lab for final project testing.

Development environment setup with multiple screens showing game framework code and testing interfaces

Comparing Framework Approaches

Consideration Unity Approach Godot Approach
Learning Curve Steeper initially due to C# and complex editor. More resources available online. Gentler start with GDScript. Smaller community means fewer tutorials.
Performance Profile Better for complex 3D games. Heavier engine overhead for simple 2D projects. Excellent for 2D games. Lighter resource usage but limitations in 3D complexity.
Mobile Optimization Extensive tools but requires careful configuration. Easy to bloat app size. Smaller base footprint. Less mature mobile tooling requires more manual work.
Asset Pipeline Robust asset importing with many format options. Can be slow with large projects. Simpler workflow but fewer automatic optimizations. More manual setup needed.
Job Market Relevance High demand in Spanish market and internationally Growing indie scene adoption. Less common in studio job postings.
Code comparison showing Unity and Godot implementation differences Performance profiling tools showing framework optimization metrics

Next Program Starts July 2026

Classes meet three evenings per week plus weekend lab sessions. Total commitment is roughly 20 hours weekly. Applications open in March 2026. We typically accept 24 students per cohort.