JUL 2, 1993

Coursework

Certifications from project-based courses in Unity (C#), C++, and Unreal Engine. Each one was completed in full and is verifiable through the issuer, and every card links to its public verification page. The work runs across the systems I build with: gameplay programming, finite-state-machine and behaviour-tree AI, melee combat, physics, and procedural generation, over 103.5 hours of hands-on projects.

Backed by an official, proctored credential: Unity Certified Associate: Programmer →
  • 4 Courses
  • 103.5 Hours
  • 2 Engines
  • C# / C++ Languages

Unity & C#

Unity · C# 27 hrs · 2025

Complete C# Unity Game Developer 3D

GameDev.tv · Rick Davidson, Stephen Hubbard

A project-based path through 3D Unity development, building several complete games from a physics-driven rocket to a tower-defence game.

Covered

  • Clean, component-based C# on the MonoBehaviour model, with decoupled, reusable gameplay scripts
  • Rigidbody physics and a thrust and rotation flight controller with collision and trigger handling
  • On-rails shooter built with Cinemachine dolly tracks, wave spawning, and particle combat feedback
  • Tower-defence pathfinding using a breadth-first search over a waypoint grid, with coroutine-driven spawns
  • ScriptableObject configs for data-driven enemy and level tuning in the Inspector
  • Audio, scene management, and full menu, win, and lose game-state flow, then building and deploying
Unity · C# 11 hrs · 2025

Unity Procedural Generation: Build Infinite Game Levels

GameDev.tv · Barbara Reichart

Algorithmic level building - generating levels and endless worlds from code instead of hand-placing every piece.

Covered

  • Seeded random number generation for reproducible, designer-friendly procedural results
  • 2D grid and array-based map representation
  • Maze and dungeon generation algorithms that carve connected, walkable layouts
  • Runtime prefab instantiation and tiling to assemble levels on the fly
  • Object pooling to recycle chunks for endless levels without per-frame instantiation spikes
  • Endless-runner style level streaming and visual theming

C++ & Unreal Engine

C++ 12.5 hrs · 2025

Learn C++ for Game Development

Druid Mechanics · Stephen Ulibarri

Core C++ from the ground up - the language foundation for engine-level and Unreal work.

Covered

  • Core C++ language foundation: types, control flow, scope, and clean function design
  • Functions, scope, and passing by value versus by reference
  • Pointers, references, and manual memory management (stack vs heap, dynamic allocation)
  • Object-oriented programming: classes, constructors and destructors, and encapsulation
  • Inheritance and polymorphism with virtual functions
  • Structs, enums, and Standard Template Library (STL) containers
Unreal · C++ 53 hrs · 2025

Unreal Engine 5 C++: The Ultimate Game Developer Course

Druid Mechanics · Stephen Ulibarri

A 53-hour deep dive building gameplay in C++, from a top-down tank game up to a third-person action-RPG slice.

Covered

  • C++ gameplay classes in Unreal: Actors, Pawns, and Characters with mesh, capsule, and camera components
  • Enhanced Input, character movement, and animation Blueprints driven by montages
  • Melee combat: weapon equipping, collision and overlap hit detection, and a health and attribute system
  • Enemy AI with AIController and Behaviour Trees: patrol, chase, and attack states driven by pawn perception
  • Interfaces to decouple systems (hit reactions, pickups), plus items and a soul and treasure economy
  • UMG HUD widgets bound to gameplay state, and C++ to Blueprint interop
  • Niagara effects and destructible objects via the Chaos system