Get instant access to a large library of high-quality game development training material. You will receive thousands of pages of detailed text, hundreds of video presentations, and lots of source code and projects for experimentation. All of this will be right at your fingertips for immediate viewing and downloading.
Get our powerful game engine, a sandbox-style world editor, and other assorted tools of the trade. With scripted rendering, AI, and game logic you'll build games quickly and easily. The engine uses a plug-in based architecture and ships with full source code, so you can add custom features for your projects whenever you want.
With lots of great new content slated for launch this year, if you buy the package now, you'll automatically get it all as soon as it rolls out – for free! This limited time offer includes updates and new features for our game development tools, as well as brand new written material and video-based presentations currently in development.
In addition to free community forums and chatrooms, you can optionally get support from our in-house faculty at any time at very affordable rates. If you'd prefer, you can even upgrade to a fully accredited, instructor guided, online course experience in any subject anytime you'd like after buying the package.
You can optionally purchase printed versions of our books, along with CDs or DVDs that include the same presentations, projects, and other materials in the package. We also have a full set of DVDs available for our art and animation training. You can order physical media for delivery any time it is convenient for you.
If you want to be a game developer, this is where you'll start. Most commercial games are built using the C++ programming language and this material will guide you through the process of making your very first video game. The skills you pick up along the way will serve as a foundation for the rest of the material in the package. In addition, you will be a competent C++ programmer capable of writing many different types of application.
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If you want to make great games, you need to know how game engines work under the hood. Develop industry-level 3D graphics and game engine expertise that will leave you ready to take on any project. With 3000+ pages of in-depth text and over 40 hours of detailed presentations, you'll soon be an expert at writing shaders, computing lighting, and developing high-performance engine code that leverages spatial trees, potential visibility sets, and more to produce quality visuals in real-time.
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Math is the foundation of all video games. Although mathematics cannot be avoided, it doesn't have to be a dreadful experience either. Our training combines the depth of knowledge necessary to build realistic video games with a friendly approach that reduces much of the struggle. Whether you're developing your own game engine from scratch or using a third-party engine like Carbon or Unity, you'll be in great shape for the computational challenges ahead.
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Just about all video games require non-player characters that provide the illusion of intelligent thought. This material will teach you how to develop AI entities capable of navigating their environments, both individually and in groups, while displaying appropriate and customizable levels of decision making ability. Artificial intelligence is often the determining factor between games that are engrossing and fun to play and those that are destined for the bargain bin.
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Learn how to build, texture, and animate beautiful 3D models and environments for use in video games. The tricks and techniques used by the pros are all included here, so you can take your concepts from imagination to in-game reality. With over 40 hours of step-by-step video training, you will master Autodesk 3ds Max -- the industry's most popular choice when it comes to building video game assets. This is essential material for aspiring artists and professionals alike.
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Visually appealing and smoothly animated 3D characters are a fundamental asset in almost every videogame on the market. You'll take your 3D art and animation skills to the next level with exclusive focus on building, texturing, rigging and animating 3D characters for your games. With over 11 hours of hands-on video instruction led by an accomplished game character animator, you'll quickly master these critical skills and start populating your worlds with your own lifelike creations.
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Modern video games use textures to provide incredibly rich visual detail at very high speeds. From normal maps to specular masks to pre-baked ambient occlusion, learn the secrets of texture creation, specifically for games, from a seasoned industry pro. With over 14 hours of video packed with techniques and tricks, you'll be generating game assets in no time at all. Perfectly complements our 3D modeling training to make you a fully self-sufficient game artist.
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Learn how to design and build your own video game console and then program games for it. Beyond the thrill of accomplishment that comes from doing it all yourself, these projects offer a fun and interesting way to pick up some useful hardware engineering experience. Understanding the fundamentals of game hardware (consoles, handhelds, video cards, etc.) will in turn make you a much better game programmer, armed with a deeper understanding of what goes on under the hood.
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Take your first steps into the world of robotics by building your own robot and providing it with artificial intelligence through the programs that you write for it. It is an immensely gratifying experience to watch your new creation autonomously navigate the living room for the first time! A fun weekend project for you, and a safe and educational experience you can have with the kids. If you want to build an army of Terminators and take over the planet, you'll need to start somewhere.
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The Carbon Game Development Toolkit is a feature rich
development platform that comprises a powerful game engine,
extensive rendering and shader libraries, a sandbox & world editing
environment built right on top of the core engine, and all the tools you'll
need to start building real game projects right from day one of your training.
If you prefer the thought of developing your own engine, we've got you covered there too. Unlike many other game engines, we're also making available the Carbon Game Engine source code for you to dissect and study, including all available shaders, behaviors and scripts!
If that hasn't piqued your interest enough already, take a look at just a small sample of the exciting features on offer:
Whatever game you dream of building, motion and interaction is key to creating an immersive, enaging and most-importantly FUN game play experience for the player. With a full suite of animation and real time physics tools to play with, both at the editor and runtime level, your worlds will literally spring into life.
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The Carbon rendering core is built around a flexible abstraction layer, and is not restricted to a specific hardware API. With support for DirectX 9, 10 & 11 (and OpenGL support on the way!), runtime API selection, and an elegant API agnostic scripted shader system, you'll be able to reach the widest possible audience whatever their hardware capabilities.
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Lighting and shadow are both vital to the creation of belivable scenes and impressive visuals. With Carbon, the hard work has been done for you! You'll get full support for deferred rendering, HDR, a fully dynamic lighting pipeline, smooth shadows, indirect lighting, SSAO, a comprehensive suite of lightmapping tools, and more right out of the box!
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The Carbon Game Development Toolkit comes jam packed with a complete shader library capable of delivering stunning visuals and realistic looking scenes and surfaces, fully configurable through the Carbon Forge world editor, all without having to write a single line of shader code. Alternatively, you can develop and add your own surface shaders to create just the look you're after.
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Not every game will be the same, and they won't always have the same feature requirements. For this reason, both the Carbon Game Engine and its tools have been designed to allow for user extensibility throughout. Support for new object types, behaviors, game states, special effects, rendering paths and more can be added at any time by anyone, and more often than not simply by dropping in a new script or two. With source code too, you'll never be restricted to only those objects and behaviors we provide!
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All of the tabs you see on this page pertain specifically to the content included in this package. Simply work your way across from left to right (or skip around if you wish) and you'll see that we've broken things down into quite fine detail. You'll see a list of the subjects covered, the number and general topics for each presentation, the number and size of any books associated with the subject matter, as well as a list of the relevant demonstrations. There is also information related to the software included with this package as well as upgrade and support options and information about your membership.
Back to top.There is no catch -- we know that money is tight for lots of folks right now, so we are making our material as affordable as possible so that everyone can benefit from it. As far as the quality of the content goes, you need not worry at all. This is some of the most well-respected and in-depth game development training material you can get your hands on. Over the last 10 years we have been fully vetted by many of the world's top accrediting bodies, colleges, universities, career schools, technology companies, game studios, and engineering standards boards. Over 2,000 schools around the world now use our training materials (and very often our in-house tutors), for continuing education, professional development, and even for full undergraduate level college credit and degree programs. It's not just good, it's unbelievably good!
Back to top.No, to all of the above. This package contains lots of training material that has been used in a variety of accredited courses over the years, in both brick-and-mortar and online schools (including right here), but you are certainly under no obligation to treat the material as such. There are no requirements at all -- no homework, no exams, no attendance taken. A better way to view this package is as a really comprehensive library filled with lots of books, presentations, videos, source code, and demos that you can do with whatever you wish, in any order you wish. Use it purely for reference if you'd like, or if you prefer something more structured, we also provide you with recommended guidelines for self-study.
Now, if you are actually looking for an instructor-led online course experience, we also offer options along those lines using the same materials and supported by the same team. You can upgrade your experience in any subject area at any time to include instructor support and various credit options.
Back to top.The Game Developer Package is a great choice when your preference is primarily getting access to our content library and tools and you have little interest in taking 'classes' or earning any form of accreditation. You will not get instructor support and you will not be able to take examinations or earn college credit with this approach. So the upside is a huge amount of content, but the downside is no direct instructor guidance and no options for earning any type of certifcation without upgrading to a course (which, it should be noted, you can certainly do if and whenever you'd like).
Alternatively, our courses (and course packages) are for people who prefer a more traditional online learning experience that includes a specified number of weeks of instructor access, mid-term and final examinations, exercises, etc. Taking courses is required if you want the option to get graded and/or receive academic credit for your work (undergraduate credits and/or continuing education units). Again, you can optionally upgrade all of your Game Developer Package, or select individual components of it (e.g., just C++ Programmng or Mathematics) at any time you'd like.
Back to top.Instructor support at Game Institute is provided via subject related forums and in live scheduled chat events. Although purchasing instructor support is a required precondition for being able to get assessed, receive grades, or earn credits, you are not required to take advantage of any of these course-related features. You are free to simply treat the instructor support purely as a means to get help when you have questions. Taking exams or trying to earn grades is totally optional, so do not worry about feeling pressured to treat the experience like an online class.
Access to instructor support is delivered in weekly blocks and you can choose if and when you would like to activate a particular week of support. That is, you are not limited to simply getting support over a sequence of back-to-back weeks, as is true in most online programs. For example, let's say you purchase a 10 week bundle of instructor support access. You might decide to activate a support week right off the bat, ask a few questions, attend a live event, and then take three weeks off to go scuba diving. When you come back, you would still have nine weeks of support left which, again, you can use whenever you want. This gives you total control over your own schedule.
If you ever want or need more instructor support, you can purchase it at any time for very reasonable rates. This can be done through the Training area for the course or subject you are interested in.
Back to top.Yes, this is going to be a fantastic package for you. This package is structured to take you step-by-step through the process of building video games from the ground up, regardless of your prior experience level. You'll start out with plenty of detailed coverage walking you through the critical foundational areas like general programming in C/C++, mathematics for games, basic 2D and 3D graphics rendering, writing your own shaders, and implementing some core game AI. You'll also learn some important 3D modeling, animation, and texturing techniques. If your preference is to work mostly with "black box" game engines like Unity or Carbon, just this early material alone will give you an incredibly solid foundation.
As you progress further, you'll find yourself getting right under the hood of modern game technology to see how it really works behind the scenes. You'll start taking on more complex programming tasks, like exploring advanced surface shading models, real-time direct and indirect lighting and shadowing, forward and deferred rendering architectures, spatial data structures, spherical harmonics lightmapping, collision detection and response, constructive solid geometry, large scale terrain rendering, and so much more. Your art and level design skills will also improve as you get more familiar with modeling and game world editing tools.
Eventually, you will find yourself becoming very comfortable with the technologies behind both games and game engines. While you'll certainly have a strong foundation in place for building your own game engine, you will also be on very firm footing with utilizing 3rd party engines like Carbon, Unreal, or Unity for your game projects. This is quite an important point to bear in mind, particularly if you intend to pursue a professional career in the industry. In practice, you'll very likely wind up working with existing technologies developed and/or licensed by your employer rather than building new ones from scratch. But by developing a strong programming background, sharp math skills, some familiarity with game art, and maybe even pick up some experience on the hardware side, you'll be in great shape to tackle any game development challenge put in your path!
Back to top.The most truthful answer we can give someone in your situation is to have a quick browse through the topic lists, projects, and presentations (via the tabs above). We suspect you'll get a pretty good sense for whether or not you'll consider this material too rudimentary given your level of experience. However, do bear in mind that being a member does mean that you'll get a year of access to all of the new content we are releasing as well, which will generally tend lean toward more advanced areas in the field, and may prove more useful to you. Separately, you might also find value in some of our electronics content, which is both interesting and enjoyable to experiment with. Certainly you might snag a few cool ideas from our Carbon Game Engine, which is released with full source code and pretty liberal licensing terms. And of course, our art and animation courses are well worth the price of admission alone and can certainly be incredibly beneficial to you, even if programming is your primary focus.
Back to top.Yes, very much so. We'll take you step-by-step through critical foundational areas like object-oriented programming, mathematics for games, basic 2D and 3D graphics rendering, writing shaders, and core game AI. You'll also learn some very important 3D modeling, animation, and texturing skills. So if you lean towards "black box" game engines like Unity or Unreal, the early material alone will give you an incredibly solid foundation for making great games with these tools. It is worth keeping in mind that any remotely non-trivial game project will require most (and more often, all) of these skills. And of course, the deeper into the materials you go, the better a developer you can expect to be, and this will be reflected clearly in the quality of the games you'll be able to produce.
Additionally, if you are a Unity user, you'll be happy to hear that we have a slew of new Unity based training rolling out this year and you will receive it, free of charge, as part of your membership.
Back to top.The licensing terms are included along with the various Carbon related downloads, so be sure to check there for specifics. However, just at a high level, you can use it directly to build games or similar applications, either for your own enjoyment or even for commercial sale. You cannot distribute it or any of the source code and you cannot create clearly derivative works from it. For example, you cannot just refactor the code, do a few tweaks, and then repackage it as your own game engine. And you cannot use it or any of its source code to create similar or competing tools (e.g., level/world editors, lightmappers, etc.). The general rule of thumb is that you can use it to build games, you can use it for study purposes, and you can even pull a few bits and pieces out for use in your own projects. Just use common sense and, if you are not certain about something, get in touch with us and we'll let you know.
Back to top.Yes. Although most professional game development toolsets do not release source code without a pretty expensive licensing arrangement (if at all), one of the fundamental goals at Game Institute is to let you see how things work under the hood. That would be pretty difficult to do if the engine was available only as a black box, so we are happy to share our code with you and ask only that you respect the terms of our license in this regard.
Back to top.As you might imagine, game development requires decent hardware if you want to be productive. For a minimum spec machine we'd recommend a 1.0Ghz CPU, 512 MB of RAM, a DirectX 9.0c Shader Model 3.0 class videocard with at least 128 MB of video memory, and at least 5 GB of free hard drive space. You might get away with a more modest machine but, as a general rule, if you can get your hands on a more powerful machine, you'll find life as a game developer much more satisfying and not quite as stressful. At the very least, make sure you've got access to at least a shader model 3.0 capable videocard if you want to tackle any of the more advanced graphics programming topics.
Back to top.Yes, you will need a few third party tools to make the most of the materials in this package. The game programming releated materials will require you to have access to a C++ compiler if you want to be able to modify, compile, and run the projects that we provide. We strongly recommend Microsoft's Visual C++ (or Visual Studio) as the tool of choice here since that is the one we use when developing all of our projects and demos. The good news is that you can grab the Express Edition of Visual Studio for free at Microsoft's website and our projects will work fine in that environment. You'll also want to download the latest DirectX SDK from Microsoft's website, which is also totally free.
Additionally, if you want to be able to productively follow along with the art and animation training, you'll want to have access to a copy of 3ds Max for modeling and animation and Photoshop for texture creation. While art and animation tools can be pretty pricey, you can purchase some of them here at the site, usually for a lower academic price.
Back to top.Yes. You can optionally purchase printed versions of almost all of our books, many of which will ship with CDs or DVDs that include the multimedia presentations, projects, and source code. We also have a full set of DVDs available for our art and animation courses. We've kept upgrade prices very low in all of these cases -- pretty much just enough to cover the basic costs associated with printing and packaging. Of course, you would also have to pay separately for shipping and handling, which is usually quite cheap in the United States, but can get a bit costly if you are an overseas customer (all materials are printed and shipped from the USA).
Back to top.No. If you want to go hands-on with the electonics and robotics subject matter, you'll need to purchase the hardware kits from our store.
Back to top.There are a couple of ways that you can get assistance, both free and paid. For starters, we have a large number of free dedicated open forums where you can post questions and get answers from other members of the community. These forums are usually arranged by topic, so you'll have no trouble figuring out where to go. We also offer you the option to purchase weekly blocks of time with our in-house team of teachers and developers, where you can use forums and live chat rooms to get help. Don't worry, we don't charge an arm and a leg for this service. One week of unlimited access (i.e., we place no restriction on the number of posts) is usually ten bucks or less, so you won't break the bank getting support.
Back to top.It depends.
The art and design material really doesn't have any pre-requisites in terms of age or prior experience. It is pretty accessible to just about everyone, but it was not designed for children per se. We usually say that ages 13 and above can do pretty well with the material, but if you are not sure, we have free content from one of the art programs available in full for free viewing. The best bet is to check it out and see how good a fit it is.
If you simply wish to learn some basic programming in C/C++, there is no specific age minimum or subject matter pre-requisite, other than a basic comfort level working with computers and getting around the Windows OS. Generally, computer programming with a language like C or C++ is usually not tackled until junior high school at a minimum, where high school or even college are the much more common cases. So, just bear that in mind. It is not ridiculously difficult to learn the basics of programming in C++, and we've seen some pretty smart young kids do very well with it, but if you are a parent, we usually say that ages 13 and up is also a good rule of thumb to work with here.
Now, if you are a bit more serious about building games (versus just basic programming for, say, writing game scripts in a 3rd party engine), we can start to get a little more concrete about pre-reqs. If you are pursuing the programming and/or electronics materials, then you'll at least want to be comfortable with high school level mathematics (algebra, geometry, trigonometry). If you took these subjects earlier in life and are a bit rusty these days, don't worry because the package includes some material to get you back up to speed. You don't need to be a human calculator to build games, but there is no getting around the fact that game developers have to deal with math. Everything you see on that screen is the direct result of mathematics happening behind the scenes, so there is simply no avoiding it. So, given these minimum pre-requisites in terms of subject matter, we tend to recommend a minimum age of 15 or older in these cases. However, we've had plenty of smart kids quite a few years younger than that do quite well with the material.
Back to top.During the 12-month period after your purchase of the Game Developer Package, you will receive all new content releases and software updates as they become available for download, for no additional charge.
At the end of that 12-month period, you will be asked if you'd like to continue receiving new content and updates for another year. If you've enjoyed the additional content and would like to continue to receive more, then you'll pay a very small fee to sign on for another year's worth of new goods.
If you decide not to renew your subscription, then the only thing that will happen is that you will not receive any new content or upgrades that are made available from that point forward. You will still retain full access to the site and any of the content you purchased and/or received during the prior 12 months. So, your membership will still be active, you just won't get any new stuff.
Back to top.I just wanted to say one BIG THANK YOU. I finally managed to start working in the industry I always wanted to! Got employed with Electronic Arts like a month ago and though it has been a slow start (EA is a big company) I finally started getting my hands dirty, and it feels gooood :) I know I would have never been able to make it without the knowledge gained from Game Institute and all your support, motivation & help.
I'm not new on this forum but I was away for a long time... the truth is that I've got a job in the industry and it took me some spare time ;) I would like to thank Game Institute for helping me with that -- I started working at Sony Cambridge (Little Big Planet PSP project) last November!
Just wanted to say thanks to all the folks here at Game Institute who helped me to wrap my brain around this game development stuff. Using what I learned here at GI, I was able to develop and release an Xbox 360 Game under Microsoft's Community Games program. It's not much...but I did it in my spare time, and it's mildly addictive :) If anyone's interested in checking out, the game is on the Xbox Marketplace. It's called Planet Crashmania 9,000,000.
Many thanks to GI and all who check out the game!
I'm glad I found this site. I am a software engineer at Electronic Arts, and I'm interested in focusing on Direct3D and AI. A few years ago I messed around with DX8 and made a freeware game (WordTrix 2.0), but it was largely trial-and-error based and I didn't know what I was really doing :P Now that I've been working on games for a few years professionally (not in a rendering or AI department), I have joined hoping to start from the ground up and get a solid foundation on things I may have skipped over in the past. I've almost completed Lesson 1, and I'm really impressed by the quality of the lecture software included with the course. It's incredibly educational reading through the textbook and then going to the software and working on the workbook. After a short time I will probably study the AI material in parallel.
I have a first class degree in animation, and yet through all the years of my education, I have never seen so many excellent tutorials and examples with brilliant explanations and crystal clear instruction of how to do something from beginning to the end. You learn all the secrets including how to fix and avoid problems. The best part is that you are not just being shown how to model, texture, etc., you also learn how to think and plan your project. I would recommend this Art and Animation training program to anyone. I am learning a lot and loving every moment of it.
I am from the UK and originally from Essex. Although I did do Uni, it wasn't in programming, and I got a job after about 18 months here at Game Institute - almost been at it 1 year now.
I'd like to thank everyone at Game Institute. I always wanted to learn Game Programming. I have tried a few times in the past alone with books but I've always given up after one or two months. Now I'm finally able to write my first game in DirectX, thanks to Game Institute and your wonderful curriculum. So a lot of work ahead, but it's so much fun with GI...
I first enrolled at this site (for the Environment Navigation course) waaaay back in 2003. I was a little skeptical about paying for the Graphics and Game Engine Programming course, because at that time I was just coming to the end of my University Degree in game development, so I already knew how to program with DirectX. In any event, I decided that I had some spare cash so I went ahead and enrolled, and I must say I'm very glad that I did. Whilst I already knew how to 'use DX9', I didn't have that much knowledge about how things worked behind the scenes. The chapter 1 textbook was so useful with explaining the math behind DirectX's rendering that I even managed to hand-code a 3D engine using j2me (without using any 3D API's). The problem I had is that being so busy with work, I didn't get to spend the time I wanted going through the whole set of text/workbooks and eventually just used it as a reference. So anyway, I just wanted to say (a quick?) thanks to everyone at GI. These courses are truly the best I've seen, and in my opinion far surpass the lessons and lectures that I had during a 3 year BSc Honours university course.
I think you'll find this training REALLY good - it's by far the best I've ever taken. The books are extremely well written! Everything is so well explained (with NO waffle) they are a joy to read! The end of chapter exercises are ace too! And, the forums are full of lots of helpful, friendly people to help you out if you get stuck.
Amazing courses. I am TOTALLY impressed. I have so many game programming books/tutorials and nothing explains it as good as your materials. Too bad you don't know me, but if you did , you would realize that this is the biggest compliment you got ever ;) I never give compliments if I am not 1000% satisfied. I mostly don't believe in learning online, but it seems like your material was written just for me :)
The Art and Animation courses are the right choice IMHO for learning to roll your own assets. I have learned so much since starting here, it is scary... :) Sunday is live session day, if you can it is good idea to attend, awesome material covered in live sessions, and many treats and surprises are presented.
I completely agree that these are the best game development courses I have ever come across. That's why I purchased almost all of them and would recommend them to everyone.
I just wanted to say that this has been an incredible learning experience for me. The material was well laid out, well taught, and has given me a bunch of new skills that will help me create better games. I'd also like to add that these forums are the most friendly and helpful that I've ever seen. I will definitely be recommending Game Institute to anyone I know who's even slightly interested in making games. Thanks!
Game Institute simply provides the best training out there. I'm not going anywhere.
I think this is the best course about DirectX graphics programming I've seen yet. I love how it gets into each detail about what each function does. I have a hard time putting the textbook down to take a break sometimes. I even thought the math refresher in the 1st chapter was easier to learn and understand than the game mathematics course I took. I can't wait to finish this training so I'll have a working framework to start my game upon. Plus it will be a framework that I actually understand rather than assume what it does. That's all my thoughts on this for now, and thanks again for such a great programming course!
Thanks for some fantastic training materials! I'm amazed by the efforts that have been put into the textbooks, so allow me to give standing ovations. FANTASTIC WORK! Pat on the shoulder!
After buying TONS of books over the last 30 years, I finally decided to do something more constructive. Just wanted to say that I'm truly amazed at how professional and well laid-out this material is! I'm probably a bit a bit older than most, and don't see and hear so well anymore, so I really appreciate having the text on PDF so I can magnify the text, and I can hear and understand what the narrator is saying during the presentations -- what a relief!
Congrats to the Game Institute -- well done!!!
The courses here at Game Institute are amazing. I not only get the knowledge I need to do all of this but it really gets me excited about programming. I look forward everyday to programming and seeing what I'll learn next. If you decide to join us here at GI I know you won't be disappointed. ;D Oh and by the way I forgot to mention about the forums. The forums are very active. Anytime I ask a question i'll get tons of replies very fast and then I can continue with my work. People are VERY friendly even when you have no clue what your doing and they're always ready to help.
Love it here. Coming from someone who was scared of learning this, I'm sure having a great time in the C++ Programming course.
Although I have had extensive math classes in my past, I still learned a lot from the Game Mathematics offering and I am glad that I took it. Thanks Frank and everyone for all the help... good program!
I just wanted to say that I love the readings and lessons so far. The material is great and I just want to commend the people that put it together.
I'm almost done with my brief review of the first module of Graphics and Game Engine Programming, before diving into Module II. I am continually amazed at how GREAT this darn course is. And I'm a REALLY tough critic. You guys ROCK :D
Before I started, I did take a C++ class before. The classes here at Game Institute are so much better, and I really have no complaints. Tons more detail and you actually really get to do the code here (unlike the other). From someone who had really no experience programming at all, this training helped so much. Once you complete both C++ modules, things really start coming together. You can find other libraries on the web and start using them after you do a little reading and tinkering and make a 2d game. And myself, after the 2d game I am making is complete, I am moving on to the Graphics and Game Engine traiing for 3D games. Also there are people here to help you.
So far these classes have been great!! Thank you Game Institute!!
I've had my Graphics and Game Engine Programming CD for some time now, but never really got around to going through it - you know, work, blah, blah, blah. Well, I finally got around to it. Recently I just finished lesson one and... WOW!!! Where I had a vague and hazy idea about how things worked, now I really understand! I feel like that Johnny Nash song... "I can see clearly now the rain has gone!!" Thanks a lot for a great course. :-)
Thank you guys again for your never ending help, my experience with Game Institute has certainly been a worthwhile one!
I took the AI course and think it was great! I'm a big fan of AI in games and I learned a lot from the course. And one of the demos is in 3D as well. I managed to turn the 2D flocking demos into 3D as well quite easily by just adding the third dimension.
I have been a programmer for a number of years, and learned quite a few languages all from the "school of hard knocks" :D, and I can tell you that Game Institute's C++ training is actually a great way to see if you truly enjoy programming. I have found in all my years of programming its always easier to learn when you have a specific goal/project in mind, whether that be a project at work or an interest in games here at the Game Institute. The system they have presented here is ZERO pressure ;D and learn at your own pace, and extremely high quality of curriculum. Everyone here, especially the instructors and student teachers are extremely friendly and do a great job in helping anyone with questions. Because its "learning at your own pace" here, I have found that it has been less of an issue about how fast I learn here, but how much I have learned here :). And I really have learned a ton :) Quite a bit of what you learn through game programming actually has a lot of merit in the business sector, specifically with problem solving. Anywhoo.... ;D Give it a try, I think you will enjoy it here.
Thanks for this amazing material!!!
I just finished my final exam and was so happy that I had to post something to share the joy. I have learned more through this course than I ever thought possible, and even though my final grade wasn't quite as high as I would have liked, I'm excited just to realize how much I have accomplished over the course of this training. C++ Programming (Module I) was an absolutely excellent course. I can't wait to start the second module!
I just completed C++ Programming (Module II) and, as has become a custom for me, just wanted to post to share the joy. Module I was an excellent course, and the results of my studies were well worth the time. Module II was even better! The amount of knowledge I have gained in such a short time amazes me. Once again, this course was excellent, and I can't wait to start my Graphics and Game Engine Programming training!
Graphics and Game Engine Programming is fantastic. If you really want to understand this stuff at a deep level, I don't think you'll regret the purchase. An excellent value, just for this, at twice the price.
All those books and a computer graphics course, and none explained it until I took this course at Game Institute :)
I'm currently working on a certification program at Game Institute. Great teachers, staff, and knowledgeable students. They have a great learning pace.
I would like to thank the Game Institute for their great course material. I wish everyone doing this training the best of luck and thank you again for all your help :)
I finally got around to taking the final for this course (I've been done with the lessons for several months now, but haven't had time to program due to college)... and after studying up for the last couple of days, I pulled a 98 out of my butt! In fact, the only question I missed was the one question I went back and changed the answer on!!! Thank you Game Institute for effectively educating me ;D The only problem now is that its online and I don't have anybody to celebrate with, so everybody go get themselves some cake and ice cream and pretend you're at a party...
I don't know what I would do without Game Institute. I wouldn't know half of what I know now if its wasn't for you guys. I just turned 19, so hopefully here in a couple years I'll be pretty good. Me and one of my buddies are taking these classes and we are going to build a game engine. I swear I've watched almost all of the tutorials 5 times... ha-ha... I'm obsessed with this now and I have ya'll to thank for that.
It took a lot of work but I've finally finished my tank. ;D For the landscape I've built some skyscrapers around the tank and then some mountains around them. The windows reflect to give them the same kind of feel as a real ones. I kind of cheated with building the mountain range -- I used Terragen because I couldn't get the kind of mountains I wanted in a paint program. I've included a movie of my tank moving throughout the city with a super-spray rain effect. I've posted on YouTube the 15 second movie, which took over 21 hours to render, LOL. I had to compress the movie to get it to upload on Game Institute and the original was much higher quality, but was 160 MBs. I've learned a ton in this class and I can't wait for my materials to arrive for the second one. See you guys in module 2!
Been working away on the Chapter 5 RPG game and can't for the life of me wrap my head around a method for implementing a functioning inventory for the game. So I thought I would come to the experts for some advice on how to proceed. It's sort of the last big addition to my game and I think my brain is fried from eating, sleeping, breathing C++ thanks to this great course !! ;D
Thank you so much for putting together this fantastic course (Building Video Game Consoles). I didn't want to depart without thanking you for all of the effort that you put into the preparations for this class. I'm sure it was a lot of work and I hope that you consider it worthwhile. I certainly do! So, thank you for the wonderful course, and if you have any suggestions on additional hardware courses, I'd love to hear them.
Thanks to Frank and the other instructors who helped me when I got stuck. You guys rock!
Frank, thank you very much for all your efforts and dedication to your students. Thank you Game Institute for letting me have such a wonderful time. Thank you fellow students for all your help.
I am 20 years old and have been game programming for a couple of years with a 2d/3d game language. I also have been programming with visual basic since I was 13 or so off and on and have been programming with Visual Basic .NET 2003 since 2004. I want to give Game Institute two thumbs up for the quality of the courseware that I have seen so far. Concepts that took me a long time to understand when I learned them in VB.net are so clearly presented here; they are not only presented, they are read to me! With fantastic pricing, teachers, and community, this is a great learning experience! The teachers listed are also not just teachers -- they are experts! I saw Mr. LaMothe and freaked out because I knew that there were masters here! Look at all of the credentials of the teachers; man they really have some experience. Mr. Luna, my C++ teacher ;D, has multiple books published that are bestsellers! I hope that I am one day, with continued study and dedication, able to accomplish some of the feats that the teachers have accomplished that teach here. I always look forward to talking with all of the teachers and learning from the best!
Wow, only at GI :) You guys rock.
Hey Adam (and the GI staff)!
I'd like to take advantage of this moment to thank you for answering all my tons of questions!! Usually no one takes that much time to look at my questions, but you definitely did. I really, really appreciate it.
When I started this course I knew a little bit about 3D and had some years of programming experience. However, this course raised my skills to whole new levels. First I thought a class with hundreds lines of code is really big. During this course, I worked with classes containing thousands of lines of code! I really raised my standards and I really impressed myself. I didn't expect I could handle that. I learned a lot from the way you guys deal with such large projects. Also, it was incredible how you (yeah, you Adam :) ), corrected all those projects that didn't work and added comments saying what exactly went wrong. Without them, it would have taken me ages to reach the same level!
Now that I've finished the course, I think I can be really proud of myself, and I am. When I started the course, I expected it to be really difficult. There were lots of people (no, not the ones at GI!) that told me (as always) that all this was too difficult for me... that I should wait some more years until I finish high school or even university! They often tend to do that.
They also tend to see websites (they call it websites, I call it communities) as a place where boring, unsociable people meet to discuss there boring interests. You guys prove otherwise!! It was great to talk to everyone during the live chats. I could really feel that all the instructors and the students were truly interested in the subject. It was so nice to be able to talk to people that actually have the same hobbies and interests as I do.
This course was worth every single cent I paid for it. It was even worth much, much more, but fortunately I didn't have to pay for that. :P ;D LOL
It is a great course, and Frank is a great teacher, too. Even though I did know some C++ before, and had already written a small game with SDL, I feel a lot more comfortable with C++ than before. I have learned many new things that I wasn't familiar with, and I feel like I have a whole new level of understanding on some of the subjects I already was familiar with.
I have learned a lot from this course (C++ Programming). The lecture lessons, textbook, exercises are really superb. It's a great course. GAME INSTITUTE rocks!!!
For me, a humble programmer in South Africa, finding Game Institute was a huge step towards me making my dreams of being a game dev come true. All I wanted to say is (put bluntly) Game Institute and its people helping us achieve our dreams ROCK! You guys are great, so a big THANK YOU coming to you from South Africa.
Let me just start this with a huge thank you. I started at Game Institute with the first C++ programming course and a month later here I am. I really have to say that you have been AWESOME with helping me every time I've had questions. And the quality of help has really enabled me to get as far as I have this quickly. I can never join the chats because I'm currently in Japan (time difference is pretty crazy), so I post here. Thanks for taking the time to help me even though I keep posting so much!
I just finished the textbook, workbook, lectures, source code for Graphics and Game Engine Programming (LOL, I just can say everything). It was amazing. I learned so much during the last 4-5 months, and I'm very exited about moving on to the next course. THANK YOU GAME INSTITUTE, and especially Adam and Steve for the whole experience. You guys helped me a lot through the whole course and again BIG THANKS. I'm planning to write some applications using the things I learned in the next 1-2 months and then get some more instructor support. So I will continue to "disturb" :) you guys here in the forum. It was an amazing journey. In the Graphics and Game Engine description, Gary says that this course will totally transform you. It was the truth!!!