Build Real Game Systems with Unreal Engine
Learn professional C++ development and blueprint architecture from someone who's actually shipped games. Our autumn 2025 program starts with fundamentals and takes you through building complete gameplay systems that work in production environments.
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Why Most Training Programs Miss the Point
After working on three shipped titles, I noticed something. Most courses teach Unreal Engine like it's a collection of isolated features. But that's not how you actually build games.
Real development means understanding how systems talk to each other. How your AI controller affects performance. Why your blueprint setup causes memory leaks. What happens when network replication breaks your carefully crafted gameplay loop.
We spend the first month on C++ fundamentals because everything else builds on that foundation. Then we add blueprint systems, not as a shortcut, but as a proper tool that works alongside your code.
You'll write real game systems from scratch. Character controllers that feel responsive. AI behaviors that actually work in multiplayer. UI systems that don't tank your frame rate.
Three Phases of Professional Development
Our curriculum follows how studios actually structure their engineering teams
Foundation Systems
C++ programming fundamentals, memory management, and Unreal's reflection system. You'll build your first gameplay framework classes and understand how the engine actually works under the hood. This phase runs September through November 2025.
Gameplay Architecture
Character systems, input handling, animation blueprints, and AI controllers. We build complete gameplay features that integrate properly with multiplayer replication. December 2025 through February 2026 focuses here.
Production Systems
Performance optimization, debugging techniques, and building systems that scale. You'll work on a team project that simulates real production constraints and deadlines. Final phase runs March through June 2026.
Learning from Production Experience
I'm Harlan Vesterinen. I've spent eight years writing gameplay code for shipped titles. Started as a junior programmer making every mistake possible. Now I lead a small team building VR experiences in Unreal.
The best thing someone told me early on: "Your first solution will probably be wrong, and that's fine." So we build things, break them, and figure out why. That's how you actually learn this stuff.
I still write code every day. Still hit weird bugs that make no sense. Still learn new approaches from my team. Teaching means showing you the real process, not some idealized version that doesn't exist.
Shipped three commercial titles. Currently technical lead at a small VR studio. Been teaching Unreal development since 2022.
What You'll Actually Build
- A third-person character controller with proper camera systems and responsive movement that feels good to play
- AI behaviors using behavior trees and environmental query system for dynamic decision making
- Multiplayer systems with proper authority checking and client prediction that doesn't break under lag
- Custom editor tools that speed up your workflow and help your team work more efficiently
- Performance profiling and optimization techniques that actually matter in production
Autumn 2025 Program Opens in June
We're accepting applications for our September 2025 cohort starting June 1st. Classes meet twice weekly in Kaohsiung, with optional weekend lab sessions for extra support. Limited to twelve students so everyone gets proper attention.