game dev

LEARN GAME DEVELOPMENT: THE BEST FREE RESOURCES

I spent about six hundred dollars on Udemy courses before I figured out that the best game development tutorials on the internet are all free. Not the sale price free. Not the seven day trial free. Actually, permanently, forever free. Brackeys alone taught more people Unity than every paid bootcamp combined, and he did it on YouTube, at no cost, and then walked away from the channel while still leaving the library up. That one act of generosity has outlasted most of the paid courses I bought in 2020, which are now either broken, outdated, or locked behind some platform that got acquired and ruined.

So here is the list I wish someone had handed me when I started. Every resource below is free. I've ordered them in roughly the sequence I'd consume them if I were starting over today, and I've been honest about what each one is actually good for. Some of them are better than any paid course I've ever taken. Some of them have quirks you should know about before you commit fifteen hours to them. All of them exist right now, on the open internet, waiting.

Brackeys (YouTube, archived)

The Brackeys channel is the closest thing game development has to a sacred text. Asbjorn Thirslund ran it for about seven years, taught Unity to probably a million people, and then stopped making videos in 2020. The entire library is still up on YouTube, and even though Unity has changed in ways that break some of the specific code, the concepts and the teaching style hold up almost perfectly.

What makes Brackeys different from every other Unity tutorial channel is the pacing. He doesn't waste your time. He doesn't pad the intro. He gets to the point in the first thirty seconds, writes code live, explains what it does in plain English, and moves on. His "How to make a video game in Unity" series from 2018 is still, in 2026, one of the best introductions to Unity you can watch, period. The UI looks a little dated but the ideas translate cleanly.

The essentials to watch, in order, are the "How to make a video game" series, the "2D platformer" series, and the "FPS in Unity" series. After that, the channel becomes a grab bag of topics that you can dip into based on what you're building. He came back briefly in 2024 to cover Godot, and those videos are also great, but the Unity back catalog is the thing most people come for.

One warning. Unity's API has changed in a few places since those videos came out. Input systems, UI toolkits, and some physics calls have been deprecated. If you're following along and something doesn't compile, the comments on the video usually have the fix, and the Unity documentation will tell you the modern equivalent. Don't let a compile error stop you from finishing the tutorial.

Game Maker's Toolkit (YouTube)

Mark Brown's channel is not a tutorial channel in the traditional sense. It's a design channel. He doesn't teach you how to write a character controller. He teaches you how to think about what makes a character controller feel good. If Brackeys is teaching you the letters of the alphabet, GMTK is teaching you how to structure a sentence.

The "Boss Keys" series, where Brown breaks down the dungeon design of every Zelda game ever made, is one of the greatest pieces of design criticism ever put on the internet. It's also a free education in level design, pacing, and how to teach players mechanics without text. I learned more about designing a good dungeon from watching Boss Keys than I did from any formal source.

His "Design Icons" episodes, where he goes deep on single games like Hades, Breath of the Wild, or Outer Wilds, are also gold. Watch them while you eat dinner. You will absorb design principles through osmosis.

Brown also made his own game, Mind Over Magnet, and documented the entire four year development on the channel. Those dev log videos are some of the most honest accounts of what it's like to actually finish a game as a solo developer that you will find anywhere. Watch them before you convince yourself you're going to ship something in six months.

Code Monkey (YouTube)

Code Monkey, aka Hugo Cardoso, is the Brackeys successor most Unity developers gravitated to after the original channel went quiet. His style is slightly different. He talks faster, goes deeper on systems, and isn't afraid to cover advanced topics like ECS, data oriented design, or the Unity Jobs system. If Brackeys was the beginner channel, Code Monkey is the intermediate channel.

His complete Unity courses, which he posts for free on YouTube as full length videos, are better than most paid courses I've seen. The "Learn Unity in 17 Minutes" video is a great starting point if you want a fast tour of the editor. The "Complete Unity Course" is a multi hour walkthrough that will take you from zero to shipping a small game. The "Kitchen Chaos" course, where he builds a cooking game inspired by Overcooked, is a masterclass in how to structure a real Unity project with clean code.

What I appreciate about Code Monkey is that he shows you how senior developers actually write code. He uses interfaces. He separates concerns. He uses events instead of tangled direct references. Following his tutorials will teach you architecture as well as syntax. If you've only ever watched beginner tutorials, your code probably looks like spaghetti, and Code Monkey's videos are the cure.

Sebastian Lague (YouTube)

If you want to understand the algorithms that power games at a deep level, Sebastian Lague is the person to watch. He builds complete systems from scratch, on camera, and explains every line. Procedural terrain generation. Pathfinding. Marching cubes. Fluid simulation. Ray tracing. Neural networks that learn to play games. His videos are not tutorials in the "follow along" sense. They're documentaries about how specific problems get solved in code.

His "Coding Adventures" series is the best thing on YouTube for a programmer who wants to understand what's happening under the hood of the systems they're using. Watching him build a physics engine or a rendering pipeline from first principles will make you a better engineer, even if you never implement any of it yourself.

Sebastian is also a uniquely talented teacher. The way he visualizes algorithms, with clean diagrams and real time code output, is how every computer science lecture should be taught. If I could pick one game dev content creator to run a university program, it would be him.

Start with "Coding Adventure: Procedural Moons and Planets" if you want a taste. Then watch "Ray Tracing" and "Terrain Generation". You'll come out the other end wanting to build a voxel engine.

Unity Learn (official)

Unity Learn is Unity's official learning platform, and despite being made by a corporation, it's actually good. Everything is free. The courses are structured, the projects are complete, and the content is updated as the engine evolves.

The "Junior Programmer" pathway is the standout. It's a structured sequence of projects that take you from zero to having a basic understanding of Unity's component system, scripting, and game logic. It's what I recommend to people who hate the scattered nature of YouTube tutorials and want a curriculum that holds their hand.

The "Creative Core" pathway covers the art side of Unity, including Shader Graph, lighting, and the animation system. If you're more visually inclined, start there.

The reason Unity Learn is worth your time even if you prefer YouTube is that the content is verified to work with current Unity versions. No deprecated APIs. No broken Input Manager code. You can follow along without fighting the engine, which is the most common reason beginners give up.

Godot Official Docs

If you're going the Godot route, the official documentation is better than any tutorial you'll find on YouTube. I mean this literally. The Godot docs contain a full "Your First 2D Game" tutorial, a "Your First 3D Game" tutorial, and an entire step by step introduction to GDScript that walks you through the language from scratch. All of it is written by people who actually work on the engine, and all of it is current.

The secret about Godot is that the community doesn't need as many YouTube tutorials because the docs are so complete. I went from having never opened Godot to having a playable prototype in a weekend, and I did it almost entirely by reading the official documentation. That's not a flex. That's how good the docs are.

If you're choosing between engines, the short version is that Godot is the fastest path for beginners if you don't mind a smaller ecosystem.

freeCodeCamp Game Dev Courses (YouTube)

freeCodeCamp has been uploading twelve hour game dev courses to their YouTube channel for years, and they don't get enough credit. These are full length courses, recorded by instructors who have actual industry experience, and they cover everything from Unity basics to Unreal Engine to Godot to making games in Python with Pygame.

The standout for me is the "Unreal Engine 5 Full Course for Beginners", which is an eight hour walkthrough of Unreal that covers Blueprints, the level editor, materials, and basic gameplay systems. There is genuinely no paid course on Unreal that's this comprehensive and free. The "C# Tutorial for Beginners" is also essential if you're learning C# for Unity and want a language primer before you start building games.

The production quality on some freeCodeCamp courses is uneven. Some instructors are polished, others are not. But the content is solid, and if you're on a tight budget, this channel alone could take you from zero to employable.

Harvard CS50 Introduction to Game Development

CS50G is Harvard's free game development course, delivered by David Malan's team and available on edX and YouTube. It's a twelve week course that covers 2D game programming from first principles, using Lua and LÖVE as the teaching tools. You build clones of Pong, Flappy Bird, Breakout, Pokémon, and Zelda over the course of the semester.

This is the most rigorous free game dev course on the internet. It's not a tutorial series. It's an actual university course, with lectures, assignments, and a final project. You'll come out of it understanding not just how to make games but how games are structured at a systems level.

The choice of Lua and LÖVE surprises some people. Why not Unity? The answer is that Lua and LÖVE are small enough that you can understand the entire stack. You aren't fighting a massive engine. You're writing a game loop, handling input, managing sprites, and learning what's actually happening. It's the same reason CS50's main course uses C before moving to Python. You learn the fundamentals.

If you only have time for one of the resources on this list, and you want to seriously learn game development rather than just clone a tutorial, pick CS50G.

Blender Guru (YouTube)

If you want to make 3D games, you need to make 3D art, and if you want to make 3D art, you need Blender. Andrew Price, aka Blender Guru, has been making Blender tutorials since 2010, and his "Donut Tutorial" is the most famous tutorial in the 3D modeling world. It has taught probably every active Blender user alive, including me.

The current version of the donut tutorial is a seventeen part series that takes you from having never opened Blender to modeling, texturing, and rendering a photorealistic donut. By the end, you'll understand Blender's interface, modeling tools, material system, and render pipeline. It's the correct entry point.

After the donut, his "Isometric Room" and "Beginner Sculpting" tutorials are good next steps. For game art specifically, you'll eventually want to learn low poly modeling and retopology, which he covers in other videos.

Blender Guru's teaching style is patient and thorough. He'll repeat things. He'll explain the why as well as the how. For a lot of beginners, this is the tutorial that makes 3D click.

MIT OpenCourseWare Game Design

MIT OCW publishes the full lecture notes, readings, and problem sets for their game design courses. The standouts are "Creating Video Games" (CMS.611J) and "Fundamentals of Game Design". These are not production tutorials. They are academic courses on the theory of game design, covering topics like mechanics, dynamics, aesthetics, systems thinking, and player psychology.

If you want to design games rather than just program them, MIT's material is among the best free resources in the world. The readings alone, which include excerpts from Raph Koster, Jesse Schell, and Katie Salen, form a game design reading list more thorough than most masters programs.

This is the dessert of this list. You should not start here. You should come back to it once you've built a few things and want to understand why some of what you built worked and some didn't. It's theory, and theory only makes sense once you've done some practice.

The Order

Here's the order I'd actually consume these in. Start with Brackeys or the Godot docs, depending on your engine choice, because you need something to play with in the first week. Pair it with Unity Learn or the Godot official tutorials for structure. Watch GMTK videos on the side, one a week, like a podcast.

Once you've built two or three small games, move on to Code Monkey to clean up your architecture, and Sebastian Lague to understand what's happening under the hood. If you want a serious curriculum, enroll in CS50G and treat it like a real course. Take notes. Do the homework.

For art, start Blender Guru's donut tutorial as early as possible. Even if you plan to buy assets, knowing Blender will save you thousands of hours over your career.

And once you've shipped your first jam game, start reading the MIT material. That's when it'll mean something. If you're further down the path and thinking about making this a career, I wrote about that route in how to become a game developer.

The cost of all of this combined is zero dollars. The time cost is real. Budget six months of serious evening work to get through the core of this list, and you will be further along than most people who paid for a bootcamp.

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