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Android game development course
From 4 to 360h of flexible workload

Android game development course

Build real Android games from the ground up — from your first game loop to a published app on the Play Store. This course covers 2D graphics, physics, touch controls, audio, and monetisation with hands-on Kotlin and Java code. Every chapter delivers working, runnable results you can show off immediately.

What you will learn:

You will set up a professional Android development environment and build a complete 2D game engine step by step. You will master Kotlin programming, sprite rendering, collision detection, and physics simulation. You will implement touch controls, sound effects, menus, and a game state machine. You will optimise your game to run smoothly on low-end and mid-range Android devices. You will also integrate ads and in-app purchases, then sign and publish your finished game to the Google Play Store.

How you study in practice Android game development course

How you practise Android game development course

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Course content

8 Chapters38 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Android Game Development Foundations

  • Lesson 1 • Creating Your First Game Project

    Scaffolds a minimal game loop project from scratch. Connects environment setup to a tangible, runnable artifact on a device or emulator.

  • Lesson 2 • Development Environment Setup

    Installs and configures Android Studio, SDK, and emulators. Ensures every learner has a functional, consistent workspace before writing code.

  • Lesson 3 • Choosing a Game Framework

    Compares native Android Canvas, LibGDX, and Unity for Android. Learners select the right tool based on project scope and performance needs.

  • Lesson 4 • Android Platform and Game Ecosystem

    Covers Android architecture, game market landscape, and platform constraints. Grounds all subsequent technical decisions in real-world context.

Chapter 2See details

Core Java and Kotlin for Games

  • Lesson 1 • Concurrency and Threading Basics

    Introduces threads, coroutines, and the game loop threading model. Prevents common race conditions and UI-thread violations in game code.

  • Lesson 2 • Debugging and Code Quality

    Uses Logcat, breakpoints, and lint tools to find and fix bugs. Clean, debuggable code is essential before tackling complex game systems.

  • Lesson 3 • Kotlin Syntax Essentials

    Introduces variables, data types, control flow, and functions in Kotlin. Provides the language foundation all subsequent game code depends on.

  • Lesson 4 • Collections and Data Structures

    Covers lists, maps, and sets for managing game objects and state. Efficient data handling directly impacts game performance and scalability.

  • Lesson 5 • Object-Oriented Design for Games

    Applies classes, inheritance, and interfaces to model game entities. Establishes reusable patterns used throughout the entire course.

Chapter 3See details

2D Graphics and Rendering Pipeline

  • Lesson 1 • SurfaceView and Game Loop

    Implements a dedicated rendering thread with SurfaceView for smooth animation. This pattern underpins all real-time game rendering in the course.

  • Lesson 2 • Sprite Sheets and Animation

    Loads sprite sheets and drives frame-based character animation. Animated sprites are the visual core of most 2D mobile games.

  • Lesson 3 • Android Canvas Drawing Fundamentals

    Draws shapes, bitmaps, and text using the Canvas API. Establishes the baseline rendering knowledge needed before GPU-accelerated techniques.

  • Lesson 4 • Camera and Viewport Systems

    Implements scrolling cameras and resolution-independent viewports. Ensures consistent visuals across the wide range of Android screen sizes.

  • Lesson 5 • OpenGL ES 2.0 Introduction

    Sets up an OpenGL ES context and renders textured quads with shaders. GPU rendering unlocks performance beyond what Canvas can provide.

Chapter 4See details

Input Handling and Touch Controls

  • Lesson 1 • Virtual Joystick and Button Controls

    Builds on-screen joysticks and buttons for action and platformer games. Custom controls must be responsive and visually clear for good UX.

  • Lesson 2 • Gesture Detection and Recognition

    Uses GestureDetector and ScaleGestureDetector for swipes and pinches. Gesture-based controls improve usability in puzzle and strategy games.

  • Lesson 3 • Accelerometer and Gyroscope Input

    Reads sensor data to drive tilt-based and motion-controlled gameplay. Sensor input adds immersion but requires careful calibration and filtering.

  • Lesson 4 • Touch Event Processing

    Captures and interprets raw touch events including multi-touch pointers. Accurate input processing is the foundation of all player interaction.

Chapter 5See details

Game Physics and Collision Detection

  • Lesson 1 • Collision Response and Resolution

    Resolves overlaps and applies impulse-based responses after detection. Proper resolution prevents tunnelling and produces realistic bouncing behaviour.

  • Lesson 2 • Integrating a Physics Library

    Integrates Box2D via JBox2D or LibGDX physics extension for complex scenes. Libraries handle edge cases that manual physics cannot easily address.

  • Lesson 3 • Bounding Box Collision Detection

    Detects AABB and circle collisions between game entities efficiently. Fast broad-phase detection is essential for maintaining frame rate.

  • Lesson 4 • Tile Maps and Platform Collision

    Builds tile-based levels and resolves player-tile collisions for platformers. Tile maps are the most common level format in 2D mobile games.

  • Lesson 5 • Basic Physics Simulation

    Applies velocity, acceleration, and gravity to game objects manually. Custom physics gives full control without the overhead of a full engine.

Chapter 6See details

Audio, UI, and Game State Management

  • Lesson 1 • Heads-Up Display Design

    Renders score, health bars, and timers as an overlay on the game view. A clear HUD communicates game state without obscuring gameplay.

  • Lesson 2 • Menu and Screen Navigation

    Builds main menu, settings, and game-over screens with transitions. Smooth navigation between screens defines the overall game experience.

  • Lesson 3 • Sound Effects and Music Playback

    Uses SoundPool for effects and MediaPlayer for background music. Audio feedback is critical to game feel and player engagement.

  • Lesson 4 • Game State Machine Implementation

    Designs a finite state machine to manage play, pause, and end states. A clean state machine prevents logic bugs across complex game flows.

  • Lesson 5 • Saving and Loading Game Data

    Persists scores, settings, and progress using SharedPreferences and files. Reliable save systems are expected in every commercial mobile game.

Chapter 7See details

Performance Optimisation for Mobile

  • Lesson 1 • Battery and Thermal Optimisation

    Limits CPU wake-locks, background work, and GPU load to preserve battery. Thermal throttling silently degrades performance on sustained play sessions.

  • Lesson 2 • Memory Management and Garbage Collection

    Minimises heap allocations in the game loop to reduce GC pauses. GC stalls cause visible frame drops that degrade player experience.

  • Lesson 3 • Level of Detail and Asset Scaling

    Adapts asset quality and game complexity to device capability tiers. Dynamic LOD ensures consistent experience across the Android device spectrum.

  • Lesson 4 • Profiling Tools and Metrics

    Uses Android Profiler to measure CPU, memory, and GPU frame times. Profiling before optimising prevents wasted effort on non-bottlenecks.

  • Lesson 5 • Rendering Performance Techniques

    Reduces draw calls, overdraw, and texture memory to hit 60 fps targets. Rendering is the most common bottleneck in 2D mobile games.

Chapter 8See details

Publishing and Monetisation

  • Lesson 1 • Build Signing and Release Preparation

    Generates a signed release APK or app bundle ready for store submission. Correct signing and build configuration prevents rejection at review.

  • Lesson 2 • Monetisation Models and Implementation

    Implements in-app purchases, rewarded ads, and premium pricing strategies. Choosing the right model determines long-term revenue and player retention.

  • Lesson 3 • Post-Launch Updates and Maintenance

    Plans update cadence, hotfix pipelines, and player feedback loops. Sustained engagement requires regular content and bug-fix releases.

  • Lesson 4 • Analytics and Crash Reporting

    Integrates event analytics and crash reporting SDKs for post-launch insight. Data-driven decisions improve retention and guide future updates.

  • Lesson 5 • Store Listing and Metadata

    Crafts compelling store descriptions, screenshots, and feature graphics. Strong metadata directly drives organic discovery and conversion rates.

Certification
Certification

Your valid completion certificate

This course is for you:

  • Beginner Android developers: eager to apply coding skills to game projects.

  • Hobbyist game designers: ready to move from ideas to working prototypes.

  • CS students: looking for a practical, portfolio-worthy capstone project.

  • Career changers: targeting mobile game studios after working in other software fields.

  • Indie creators: wanting full control over building and monetising their own game.

  • Web or backend developers: curious about real-time graphics and mobile game logic.

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