Design Patterns for Game Programming
- Development
- Apr 23, 2025

Design Patterns for Game Programming, available at $84.99, has an average rating of 4.34, with 38 lectures, based on 1274 reviews, and has 11978 subscribers.
You will learn about How to create robust, reusable modularised code for use in games programming. How to implement repeatable solutions to address common game programming problems. This course is ideal for individuals who are Game programmers who want to better their understanding of programming constructs to improve their code. or Beginners learning game coding who want to get off on the right foot. It is particularly useful for Game programmers who want to better their understanding of programming constructs to improve their code. or Beginners learning game coding who want to get off on the right foot.
Enroll now: Design Patterns for Game Programming
Summary
Title: Design Patterns for Game Programming
Price: $84.99
Average Rating: 4.34
Number of Lectures: 38
Number of Published Lectures: 38
Number of Curriculum Items: 38
Number of Published Curriculum Objects: 38
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
Want to create code that is robust, optimized and reusable? Then you need to learn about programmming design patterns.
Game Programming Design Patterns are templates for building modularised code that are generally a repeatable solution to a commonly occurring mechanic applied in computer games. They are general solutions that aren’t tied to a particular problem, making them reusable. One such pattern is object pooling. Whether a game needs an onslaught of constantly spawning zombies or bullets fired from a gun or asteroids to pummel the player’s spaceship, an object pool is a group of classes that can be reused, exactly as they are, across not only these scenarios but a plethora of others whenever game objects need a spawn manager.
In this course, Penny will take you through the top 12 game programming design patterns with C# and the Unity Game Engine using her internationally acclaimed Holistic teaching style and expertise from over 25 years teaching, researching and writing about games. Throughout the course you will follow along with hands-on workshops designed to teach you these core programming concepts that will take your games to the next level.
Learn how to program and work with patterns such as:
commands
flyweight
observer
prototype
singleton
states
object pools
game loops
updates
components
and more.
Contents and Overview
The course begins with a brief introduction and then you are straight into hands-on exercises, working through each of the design patterns as listed above. There are a variety of scenarios you will work on in both 2D and 3D from an asteroid shooter, to a radar object finding system to a programmable prototype prefab system. All starter files and Unity assets (including models and scenes) are provided for you. All you need to bring is a copy of Unity 2019.
If you want to become a knowledgeable and skilled game developer, then this course is for you.
What students are saying about Penny’s courses:
Excellent course!! I am already in game development industry and there is one quote here from the course that says it all “Whenever you are not able to solve complex problem, its the right time to get back to the BASICS”.
She is the best teacher ever in this platform
I do like Penny de Byl’s courses and way of teaching, they are much more specific than your average “master Unity” kind of courses and usually you don’t learn just the engine, but also how things work behind the scenes (albeit briefly, at least it gives you an idea if you want to investigate more on your own). She’s really amazing!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Join the H3D Student Community
Lecture 3: Contacting H3D
Lecture 4: Frequently Asked Questions
Chapter 2: The Command Pattern
Lecture 1: Commands Part 1
Lecture 2: Commands Part 2
Lecture 3: Commands Part 3
Lecture 4: Commands Part 4
Chapter 3: The Flyweight Pattern
Lecture 1: Investigating Memory
Lecture 2: Scriptable Objects Part 1
Lecture 3: Scriptable Objects Part 2
Lecture 4: Unitys ECS Part 1
Lecture 5: Unitys ECS Part 2
Lecture 6: Unitys ECS Part 3
Lecture 7: A little ECS Optimisation Extra
Chapter 4: The Observer Pattern
Lecture 1: Observers Part 1
Lecture 2: Observers Part 2
Lecture 3: Observers Part 3
Lecture 4: Observers Part 4
Lecture 5: Observers Part 5
Chapter 5: The Prototype Pattern
Lecture 1: The Prototype Pattern
Lecture 2: Cloning a Game Object
Lecture 3: Dynamic Prefab Creation
Chapter 6: The Singleton Pattern
Lecture 1: The Singleton
Lecture 2: Using a Singleton
Chapter 7: The State Pattern
Lecture 1: The State Pattern
Lecture 2: Creating and Using a State Class
Lecture 3: Patrolling the Perimeter
Lecture 4: Chasing the Player Part 1
Lecture 5: Chasing the Player Part 2
Lecture 6: State Challenge
Chapter 8: The Object Pool
Lecture 1: Setting Up the Project
Lecture 2: Adding in an Object Pool
Lecture 3: Extending the Object Pool
Lecture 4: Blowing Up the Ship
Chapter 9: And
Lecture 1: More Patterns
Lecture 2: Final Words
Lecture 3: Where to now??
Instructors

Penny de Byl
International Award Winning Professor & Best Selling Author

Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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