Real Students, Real Progress

These aren't just success stories. They're honest accounts from people who showed up, struggled through the hard parts, and came out with actual skills they use daily in Unity development.

Learning Journeys That Actually Happened

Portrait of Haruki Takeshita

Haruki Takeshita

Indie Game Developer

Starting Point

I'd been trying to learn Unity from YouTube tutorials for eight months. Built a few basic scenes but couldn't connect the pieces into something functional. Every new tutorial seemed to contradict the last one.

The Shift

Around week five, something clicked during the physics module. Not overnight—I had to redo the exercises twice. But suddenly I understood why my previous projects kept breaking. The structured approach helped me see patterns instead of just copying code.

Where I Am Now

Released my first playable prototype on itch.io in March 2025. It's not perfect, but people actually downloaded it and gave feedback. Now working on a more ambitious project with proper architecture planning.

Portrait of Callum Drummond

Callum Drummond

Technical Artist

Starting Point

Came from graphic design background. Could make things look good but had zero programming experience. The first month was honestly pretty rough—syntax errors everywhere and I felt lost in the code editor.

The Shift

The shader programming section changed everything for me. Finally found where my visual skills and technical knowledge could meet. Spent probably double the recommended time on those modules because I was actually enjoying the problem-solving.

Where I Am Now

Started taking on small contract work for shader effects in February 2025. Still learning constantly, but I can deliver functional visual systems that don't break the build. That's progress I can measure.

Student working on Unity development project with multiple screens

What Actually Makes the Difference

After working with hundreds of students across Taiwan since 2023, we've noticed some patterns. Not magic formulas—just things that seem to help people stick with it and build real capability.

Practice With Purpose

The exercises aren't busywork. Each one builds directly toward something you'll use in actual game development. When you're debugging a physics system at 11 PM, you'll remember why we drilled collision detection for three days straight.

Feedback That Guides

We review your code submissions within 48 hours during the semester. Not just marking right or wrong—pointing out where your logic breaks down and suggesting alternative approaches you might not have considered.

Community That Gets It

Your cohort becomes your debug crew. Someone always ran into that weird error message before you did. The study groups that form naturally in our online spaces often last beyond the program itself.

Built Around How People Actually Learn

We've been adjusting this program since 2022 based on what students tell us works. Here's how we try to make it fit different schedules and learning styles.

Multiple Entry Points

Start in September 2025 or January 2026. Both cohorts cover the same material, just at different times of year. Pick whatever matches your current situation better.

Pacing Options

Standard track runs 16 weeks with about 12 hours weekly commitment. Extended track stretches to 24 weeks for people juggling full-time work. Same content, different timeline.

Focused Support Hours

Live help sessions run Tuesday and Thursday evenings Taiwan time, plus Saturday mornings. Can't make those? All sessions get recorded and the forum stays active around the clock.

Project Flexibility

Final project requirements stay consistent, but the topic is entirely yours. Build a puzzle game, a data visualization tool, or that weird experimental thing you've been sketching. We guide the technical execution.

Material Access

Course content stays available for 18 months after your cohort ends. Come back when you need to reference something or refresh a concept you haven't used in a while.

Personalized Paths

After the core modules, choose two specialization tracks: game mechanics, visual effects, or systems architecture. Focus on what aligns with your goals instead of covering everything superficially.

Next Cohort Starts September 2025

Applications open in June. We review them individually and typically accept about 60% of applicants based on commitment level and readiness for the workload.

View Program Details