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
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.