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game Intermediate 21 lessons

Game Design Patterns

Write clean, scalable game code. Master patterns like Singleton, Observer, State, and Component to decouple systems and prevent spaghetti code.

Games are complex software systems. This course teaches Design Patterns specifically applied to game development. You will learn why Singletons are dangerous but useful, how the Observer pattern decouples achievements from gameplay, and how the State pattern manages player animation and logic. We also cover the Entity Component System (ECS) concept conceptually. Write code that is easy to debug, extend, and refactor.

100% Free & Lifetime Access
⏱️ 5-Minute Lessons (Bite-sized learning)
🚀 21-Lesson Path (Independent modules)
📱 Mobile Friendly (Learn anywhere)
Engineers
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Secure Enrollment via SSL

Complete Course Syllabus

  • 1
    Command Pattern
    Rebinding keys and implementing Undo systems.
  • 2
    Observer Pattern
    Event systems and achievements decoupling.
  • 3
    State Pattern
    Handling character states (Idle, Jump, Attack).
  • 4
    Singleton & Service
    Managing global managers like Audio and Score.
  • 5
    Object Pooling
    Reusing objects to prevent garbage collection spikes.

Estimated completion time: 21 lessons • Self-paced learning • Lifetime access

Career Outlook

Estimated Salary
$100k+

Career Paths

Senior Gameplay Eng $110k-$160k
Technical Lead $130k-$180k
Systems Programmer $100k-$150k

What You Will Learn

Implement the Observer pattern to decouple game systems
Manage game states using the Finite State Machine pattern
Utilize Singletons and Service Locators appropriately
Refactor spaghetti code into modular Components
Apply Object Pooling to optimize memory performance

Skills You Will Gain

Software Architecture Design Patterns C# / C++ Refactoring System Design

Who Is This For

Gameplay Programmers
Technical Directors
Engineers

Prerequisites

Intermediate Coding
Game Dev Basics

Game Design Patterns FAQs

Engine specific?

No, patterns apply to Unity, Unreal, or Godot.

ECS?

We cover the Component pattern, a precursor to ECS.

Hard?

Requires abstract thinking about code structure.

Book?

Heavily inspired by 'Game Programming Patterns'.

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