Complete 3D Godot 4 Game Development Course

Posted By: ELK1nG

Complete 3D Godot 4 Game Development Course
Published 9/2025
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 46.48 GB | Duration: 60h 37m

Learn 3D game development step by step with Godot 4 by creating 5 complete projects.

What you'll learn

Build 5 complete 3D games from scratch, each teaching core techniques.

Work with physics bodies, collisions, physics materials, and realistic stacking.

Create UI systems with score tracking, progress bars, and persistent data.

Use particles, shaders, and materials to create impactful visual effects.

Design modular, reusable AI with finite state machines.

Develop a flexible weapon system with hitscan, projectile, and throwable fire modes.

Implement advanced gameplay patterns such as strategy and object pooling.

Optimize performance with LOD, pooling, and efficient scene design.

Master GDScript fundamentals, classes, inheritance, signals, and node lifecycles.

Understand the Godot 4 editor, nodes, scenes, and scripting basics in 3D.

Requirements

A computer capable of running Godot 4.

No prior 3D experience required — everything is explained from the ground up.

Some basic programming knowledge is useful, but not essential.

Description

Making 3D games can seem overwhelming at first — but with Godot 4, it’s more accessible than ever.This course will guide you through the entire process of building 3D games in Godot 4, from the very foundations to advanced systems used in professional projects. Along the way, you’ll create five complete 3D games, each designed to teach you new skills and techniques:Sky Pogo – an endless jumper where you’ll learn physics, animation, UI, and persistence.Brick Stacker – a physics-based stacking game, covering rigidbodies, lighting, and progressive difficulty.Granny’s Capers – a full 3D platformer with enemies, animation trees, particles, and custom editor tools.Space Ace – an endless space shooter with visual shaders, object pooling, the strategy pattern, and immersive sound.Quack Lite – a complete FPS inspired by Quake, featuring modular AI with finite state machines, a flexible weapon system, multiple enemy types, powerful effects, and performance optimization.We’ll also take focused detours into core skills like GDScript programming, Godot’s scene and node system, and input handling, so you can approach each project with confidence.By the end, you’ll not only know how to make games in Godot 4 — you’ll have a toolkit of reusable patterns, scalable systems, and visual effects that you can bring into your own projects.Whether you’re brand new to 3D or coming from 2D development, this course will give you the skills to create complete, polished games from scratch!

Overview

Section 1: Introduction

Lecture 1 Promotional video

Lecture 2 Promotional video (a bit longer)

Section 2: Preflight

Lecture 3 01 - Is this course for you?

Lecture 4 02 - For beginners

Lecture 5 03 - Godot Versions

Lecture 6 04 - How do I get help?

Lecture 7 05 - Our Approach

Section 3: Foundations

Lecture 8 01 - Foundations Preview

Lecture 9 02 - What is Godot?

Lecture 10 03 - This section

Lecture 11 04 - Setting up

Lecture 12 05 - Running a scene

Lecture 13 06 - Navigating a scene

Lecture 14 06a - Vector 3

Lecture 15 07 - Movement Positioning

Lecture 16 08 - Scene Objectives

Lecture 17 09 - Nodes, scenes, trees

Lecture 18 10 - Resources

Lecture 19 11 - Materials

Lecture 20 12 - Materials Override

Lecture 21 13 - Environment

Lecture 22 14 - Position, Global Position

Lecture 23 15 - Scale

Lecture 24 16 - Transform Basis

Lecture 25 17 - Jealous capsule

Lecture 26 18 - Scripting Translate

Lecture 27 19 - Global Translate

Lecture 28 20 - Rotation x, y, z

Lecture 29 21 - Rotation

Lecture 30 22 - Rotation Local

Lecture 31 23 - Rotation Global

Lecture 32 24 - Aiming

Lecture 33 25 - End

Section 4: Getting to know GDScript and Godot

Lecture 34 01 - Basics - Intro

Lecture 35 02 - Basics - Script Setup

Lecture 36 03 - Basics - Basic Types

Lecture 37 04 - Basics - Operators

Lecture 38 05 - Basics - Control Flow

Lecture 39 06 - Basics - Dictionaries / Lists

Lecture 40 07 - Basics - Functions

Lecture 41 08 - Basics - String Formatting

Lecture 42 09 - Basics - Enums match and constants

Lecture 43 10 - Basics - Review of Foundations

Lecture 44 11 - Godot - What are classes?

Lecture 45 12 - Godot - What is inheritance?

Lecture 46 13 - Godot - Making our own types

Lecture 47 14 - Godot - Adding properties and methods

Lecture 48 15 - Godot - Getters and Setters

Lecture 49 16 - Godot - Statics

Lecture 50 17 - Godot - Inheritance

Lecture 51 18 - Godot - Lifecycles

Lecture 52 19 - Godot - Signals

Section 5: Game 1: Endless Jumper - Sky Pogo

Lecture 53 01 - Sky Pogo Preview

Lecture 54 02 - Sky Pogo Outline

Lecture 55 03 - Aspect resolution

Lecture 56 04 - Environment

Lecture 57 05 - Platform Scene

Lecture 58 06 - Player Scene Physics

Lecture 59 06a - Frame Rates

Lecture 60 07 - Player Bouncing

Lecture 61 08 - Platform Vanish

Lecture 62 09 - Platform Animation

Lecture 63 10 - Platform Animation Vanish

Lecture 64 11 - Platform Collisions

Lecture 65 12 - Platform Timing

Lecture 66 13 - Spawner Scene

Lecture 67 14 - Spawning Platforms

Lecture 68 15 - Player Model

Lecture 69 16 - Player Animation

Lecture 70 17 - Player Movement

Lecture 71 18 - Signal Hub

Lecture 72 19 - Camera Movement

Lecture 73 20 - Restarting the Game

Lecture 74 21 - Inheriting Scenes

Lecture 75 21a - Platform Models

Lecture 76 22 - Random Platforms

Lecture 77 23 - Music Effects

Lecture 78 24 - Falling Effect

Lecture 79 25 - UI Canvas Anchoring

Lecture 80 26 - UI Canvas Layout

Lecture 81 27 - Game UI

Lecture 82 28 - Player Height

Lecture 83 29 - Hud Score

Lecture 84 30 - Score Persistence

Lecture 85 31 - Game Over

Lecture 86 32 - Pausing the Tree

Lecture 87 33 - End of Section (almost)

Lecture 88 34 - Project Settings

Section 6: Game 2: Jenga (sort of)

Lecture 89 Jenga (sort of) Preview

Lecture 90 01 - Jenga (sort of) Intro

Lecture 91 02 - RigidBody3D

Lecture 92 03 - RigidBody3D - properties

Lecture 93 04 - RigidBody3D - code

Lecture 94 05 - Game Outline

Lecture 95 06 - Game Scene

Lecture 96 07 - Mesh Textures

Lecture 97 07a - A brief word on Color Space

Lecture 98 08 - Lighting Basics

Lecture 99 09 - Basic Game Lights

Lecture 100 10 - Texture Maps

Lecture 101 11 - Falling Brick

Lecture 102 12 - Brick Function Review

Lecture 103 13 - Brick Signals

Lecture 104 14 - Signal Hub

Lecture 105 15 - Spawner Outline

Lecture 106 16 - Movement

Lecture 107 17 - Spawner Logic Outline

Lecture 108 18 - Spawner Logic

Lecture 109 19 - Spawning Bricks

Lecture 110 19a - Camera

Lecture 111 20 - UI

Lecture 112 21 - Game Over

Lecture 113 22 - Scoring

Lecture 114 23 - Hud Game Over

Lecture 115 24 - Scaling Difficulty

Lecture 116 25 - High Score Persistence

Lecture 117 26 - Encrypting Scores

Lecture 118 27 - Sound and Music

Lecture 119 28 - Summary

Section 7: Input Handling

Lecture 120 Input Handling Preview

Lecture 121 01 - Introduction

Lecture 122 02 - Callback order

Lecture 123 03 - UI Input Filtering

Lecture 124 04 - Manual Handling

Lecture 125 05 - Wrap Up

Section 8: Game 3: Platformer - Granny's Capers

Lecture 126 Platformer Preview

Lecture 127 00 - Part 2 Approach

Lecture 128 01 - Common Tools

Lecture 129 02 - Project Setup

Lecture 130 03 - Project Review - Optional

Lecture 131 04 - Scene Navigation

Lecture 132 05 - Main Animations

Lecture 133 06 - Animation Tree

Lecture 134 07 - Animation Method Calls

Lecture 135 08 - Particles

Lecture 136 09 - Player

Lecture 137 10 - Player Outline

Lecture 138 11 - Player Debug Collision

Lecture 139 12 - Player Basic Movement

Lecture 140 13 - Player Rotation

Lecture 141 14 - Player Jump

Lecture 142 15 - Animation Outline

Lecture 143 16 - Animation Tree

Lecture 144 16a - OPTIONAL - Materials Overview

Lecture 145 16b - OPTIONAL - Particles Overview

Lecture 146 17 - Game Sequence Outline

Lecture 147 18 - Pickup Scene

Lecture 148 19 - Pickup Logic

Lecture 149 20 - Pickup Tracker Outline

Lecture 150 21 - Pickup Tracker

Lecture 151 22 - Hud Pickups

Lecture 152 23 - Key

Lecture 153 24 - Hud Tween

Lecture 154 25 - Exit Door

Lecture 155 26 - Exit Logic

Lecture 156 27 - Level Complete

Lecture 157 27a - Utility Scenes

Lecture 158 28 - Enemies Overview

Lecture 159 29 - Pumpkin

Lecture 160 30 - Pumpkin Logic

Lecture 161 31 - Ghost

Lecture 162 32 - Ghost Logic

Lecture 163 33 - Vampire Coffin

Lecture 164 34 - Vampire Coffin Logic

Lecture 165 35 - Vampire Character

Lecture 166 36 - Vampire Character Logic

Lecture 167 37 - Vampire Complete

Lecture 168 38 - Turret

Lecture 169 39 - Turret Logic

Lecture 170 40 - Turret Bullet

Lecture 171 41 - Turret Bullet Logic

Lecture 172 42 - Turret Shoot

Lecture 173 43 - Fireball

Lecture 174 44 - Fireball Logic

Lecture 175 45 - Shooting

Lecture 176 46 - Create a Fireball

Lecture 177 47 - Damage Overview

Lecture 178 48 - Collider

Lecture 179 49 - Damage Collider

Lecture 180 50 - Hurt Box

Lecture 181 51 - Collider Setup

Lecture 182 52 - Fireball Collisions

Lecture 183 53 - Coming up

Lecture 184 54 - Explosion

Lecture 185 55 - Player Sounds

Lecture 186 56 - Player Health

Lecture 187 57 - Player Dies

Lecture 188 58 - Moving Platform PF

Lecture 189 59 - Moving Platform

Lecture 190 60 - Bomb Outline

Lecture 191 61 - Bomb Scene

Lecture 192 62 - Completing the Bomb Scene

Lecture 193 63 - Scenery

Lecture 194 64 - Scenery Collisions

Lecture 195 65 - Bounce Button

Lecture 196 66 - Joints

Lecture 197 67 - Rope Bridge

Lecture 198 68 - Score Effect

Lecture 199 69 - Score Manager

Lecture 200 70 - High Score Display

Lecture 201 71 - High Scores

Lecture 202 72 - Optional - Moving Platform Meshes

Lecture 203 73 - Spring Arm

Lecture 204 74 - Level Switch

Lecture 205 75 - End of Section

Section 9: Game 4: Shooter - Space Ace

Lecture 206 Space Ace Preview

Lecture 207 01 - Space Ace Outline

Lecture 208 02 - Setup

Lecture 209 03 - Sky Rotation

Lecture 210 04 - Player Scene

Lecture 211 05 - Player Movement

Lecture 212 06 - OPTIONAL Shaders, UV Panning

Lecture 213 06a - OPTIONAL Shaders Masking, Fading

Lecture 214 06b - OPTIONAL Shaders Fresnel Glow

Lecture 215 06c - OPTIONAL Shaders Vertex displacement

Lecture 216 07 - Shaded Wall

Lecture 217 08 - Shaded Wall Fade

Lecture 218 09 - Shaded Wall Box

Lecture 219 10 - Player Camera

Lecture 220 11 - Simple Effects

Lecture 221 12 - Gun Scene

Lecture 222 13 - Laser Scene

Lecture 223 14 - Object Pooling

Lecture 224 15 - Life Timer

Lecture 225 16 - Laser Start/Stop

Lecture 226 17 - Object Pool Implementation

Lecture 227 18 - TIE Fighter Intro

Lecture 228 19 - TIE Fighter Basics

Lecture 229 20 - TIE Fighter Logic

Lecture 230 21 - TIE Behaviours

Lecture 231 22 - TIE Turn and Shoot

Lecture 232 23 - TIE Loss of Control

Lecture 233 24 - TIE Shoots

Lecture 234 25 - Hit Box

Lecture 235 26 - TIE Explosion Effect

Lecture 236 27 - TIE Explosion

Lecture 237 28 - Hit Box Explosion

Lecture 238 29 - Asteroid Scene

Lecture 239 30 - Asteroid Material

Lecture 240 31 - Asteroid Explode

Lecture 241 31a - Asteroid Explosion Ring

Lecture 242 31b - Asteroid Explosion Fire

Lecture 243 31c - Asteroid Explosion Stars

Lecture 244 32 - Spawning

Lecture 245 33 - Spawning Fighters

Lecture 246 34 - Pausing

Lecture 247 35 - Stats

Lecture 248 36 - Impacts

Lecture 249 37 - Health Bar

Lecture 250 38 - Health Bar Logic

Lecture 251 39 - Game Over

Lecture 252 40 - Shield

Lecture 253 41 - Power Up Shader

Lecture 254 42 - Power Up Logic

Lecture 255 43 - Power Up Detection

Lecture 256 44 - Camera Shake

Lecture 257 45 - Score

Lecture 258 46 - Summary

Section 10: Game 5: FPS - QuackLite

Lecture 259 FPS Preview

Lecture 260 01 - FPS Intro

Lecture 261 01a - Sound Switch

Lecture 262 02 - Project

Lecture 263 03 - Player Look

Lecture 264 04 - Player Move

Lecture 265 05 - Weapons Overview

Lecture 266 06 - Pistol

Lecture 267 07 - Pistol Effects

Lecture 268 08 - Rocket Nail Launcher

Lecture 269 09 - Grenade Launcher

Lecture 270 10 - Scene Pool

Lecture 271 11 - Object Pool

Lecture 272 12 - Grenade Explosion Pool

Lecture 273 13 - LOD and Performance

Lecture 274 14 - Weapon Switching

Lecture 275 15 - Weapon Testing

Lecture 276 16 - Weapon Rate Ammo

Lecture 277 17 - Navigation Intro

Lecture 278 18 - Navigation Demo Scene

Lecture 279 19 - Navigation Links Height

Lecture 280 20 - Navigation Regions Connection

Lecture 281 21 - Navigation Geometry

Lecture 282 22 - Navigation Avoidance

Lecture 283 23 - Navigation Gravity

Lecture 284 24 - Enemies Demo

Lecture 285 25 - Enemies Setup

Lecture 286 26 - Enemies Damage

Lecture 287 27 - Finite State Machine

Lecture 288 28 - Idle State

Lecture 289 29 - Walking State

Lecture 290 30 - Hurt

Lecture 291 31 - Death

Lecture 292 32 - Shoot Attack

Lecture 293 33 - Throw Attack

Lecture 294 34 - Melee Attack

Lecture 295 35 - A Quick Check

Lecture 296 36 - Player Damage

Lecture 297 37 - Player Health Pick Up

Lecture 298 38 - Weapon Box

Lecture 299 39 - Ammo Box

Lecture 300 40 - Misc Sound

Lecture 301 41 - Player UI

Lecture 302 42 - Rune

Lecture 303 43 - Level End

Lecture 304 44 - Lava

Lecture 305 45 - Scenery GSC Nodes

Lecture 306 46 - Building Level

Lecture 307 47 - Level Lift

Lecture 308 48 - Movement Tweaks

Lecture 309 48a - Assets

Lecture 310 49 - End of Section

Section 11: Appendix

Lecture 311 01 - Appendix Intro

Lecture 312 02 - Onion skinning

Lecture 313 03 - Bezier Curves Animations

Lecture 314 04 - Quaternion

Lecture 315 05 - Boot Splash Icons

Lecture 316 06 - Animation Trees

Lecture 317 07 - Orm Material

Lecture 318 08 - Grid Map

Lecture 319 09 - Web Export

Lecture 320 10 - Desktop Export

Lecture 321 11 - Navigation Options

Lecture 322 12 - You did it!

Beginners who want to learn 3D game development with Godot 4.,2D developers looking to transition into 3D.,Indie developers who want to understand scalable systems and reusable design patterns.,Anyone who wants to build polished, playable 3D games step by step.