Game Development · Intermediate
Game Development: 2D, 3D, 4D, 5D and 4K–8K+
Build games from the loop up: 2D tile maps, 3D cameras and light, a fourth dimension of space and of time, branching timelines and n dimensions, then the arithmetic of 4K, 8K and beyond with dynamic resolution and upscaling.

Game Development program
- Lessons
- 9
- Study time
- 3h 35m
- Level
- Intermediate
- Program
- Game Development
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9 lessons
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About this course
A game is the most demanding software most people ever run: a simulation, a renderer and a human being, all inside a budget of 16.7 milliseconds per frame. This course teaches the ideas underneath every game, in the order that makes them easiest to learn: the loop and time, flat 2D worlds, 3D from vectors and matrices, then a fourth and a fifth dimension, and finally the pixels.
You will write the fixed-timestep loop that every engine hides from you, a tile-map game with collisions that cannot be tunnelled, and a 3D cube from nothing but numbers. You will rotate a tesseract in six planes, slice it the way real 4D games do, rewind time, and build a multiverse of branching timelines. Then you will do the arithmetic that decides what 4K, 8K and 16K really cost in time, memory and bandwidth, and where the human eye stops being able to tell the difference.
Every example runs in the lesson workbench in your browser, with no engine, library or download to install, which suits a mid-range phone on a metered connection. The project is one small game built across the dimensions, with a render-scale control and a performance report.
Who this is for
- You know a little JavaScript and want to understand how games really work before you choose an engine.
- You want to make games for the phones your players actually own, not the machine on your desk.
- You are curious about 4D and 5D games, or about what 4K and 8K really cost, and want the mathematics behind them.
Before you start
- Comfortable with variables, functions, loops and arrays in JavaScript; the JavaScript: Zero to Builder course is plenty.
- School algebra and a little trigonometry (sine, cosine and Pythagoras). Vectors and matrices are taught from scratch.
- About six to eight hours a week for three weeks, including the project.
Where it leads
- Data Structures & Algorithms sharpens the search and the data structures used in the later lessons.
- Mobile Apps with React Native shows another route to a phone, if your game becomes an app.
- Ghana already has a game scene: Accra's Leti Arts has published mobile games from African folklore since 2009, and a game that runs well on an ordinary phone is the one most players can actually play.
Tools you will use
What you will build
- 1A fixed-timestep loop that gives identical results at 30, 60 and 144 frames per second
- 2A tile-map game with collisions, a smooth camera and a parallax layer
- 3A software-rendered 3D scene with perspective, lighting and a frame-time counter
- 4A tesseract spinning in six planes with a slice view, plus a rewind or branching-timeline mechanic
- 5A render-scale control with dynamic resolution, and a report of percentile frame times and pixels per degree
Curriculum
4 modules · 9 lessons · 3h 35m
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01 · Games from the loop up
The loop, time and state every game shares, then the two-dimensional worlds most games begin with: sprites, tile maps, collisions and cameras.
1. The game loop, time and state
Every game, in any number of dimensions and at any resolution, is a loop that reads input, advances a simulation by a measured slice of time, and draws the result. This lesson builds that loop properly: delta time, a fixed timestep with an accumulator, interpolation, and a frame budget you can spend on purpose.
2. 2D worlds: sprites, tile maps, collisions and the camera
Two-dimensional games are not simplified 3D. They are a different set of trade-offs: hand-drawn art, pixel-exact control, grids and cheap collisions. This lesson covers screen coordinates, sprites, tile maps, box collisions that cannot be tunnelled, cameras and parallax, and how to keep pixel art sharp on any screen.
02 · Three dimensions
Vectors, matrices and the render pipeline, then the practical side: light, physics, performance and choosing an engine.
1. 3D worlds: vectors, matrices and projection
A third dimension adds one axis and one new problem: showing a 3D world on a flat screen. The mathematics is small, with vectors, the dot and cross products and 4 × 4 matrices, and getting a point onto the screen is a chain of coordinate spaces, from model to world to view to screen. This lesson builds both by hand and ends with a spinning cube drawn from nothing but numbers.
2. Building in 3D: light, physics, performance and engines
Almost nobody ships a game by writing their own renderer. This lesson covers what an engine gives you: scenes and transforms, meshes, materials and light, physics that stays stable, and the levers that keep a scene inside its frame budget. It ends with a practical way to choose between Godot, Unity, Unreal and the web libraries.
03 · Four dimensions, five dimensions and beyond
A fourth direction of space, the fourth dimension of time and sensation, and what happens when a dimension is simply an axis of state.
1. The fourth dimension of space
A fourth spatial dimension is not mystical: it is a fourth number in every point. This lesson builds a tesseract from a rule you already know, rotates it in six planes, shows two ways a flat screen can see it (projection and slicing), and explains how real games such as Miegakure, 4D Toys and 4D Golf make a four-dimensional world playable.
2. The fourth dimension of time and sensation
Time is the fourth dimension every game already has. This lesson turns it into something you can design with: deterministic simulations that can be replayed and rewound, time as a coordinate in noise that makes seamless animation loops, and the engineering of 4D experiences, where seats, wind, mist and rumble are timed on a cue sheet with safety limits.
3. Five dimensions and beyond
After the fourth dimension, "dimension" simply means "independent axis of state". This lesson uses 5D Chess with Multiverse Time Travel to show timelines as an axis, builds an immutable multiverse data structure, generalises rotation, projection and search to any number of dimensions, and meets the curse of dimensionality, the reason high dimensions behave nothing like three.
04 · 4K, 8K and beyond
The arithmetic of pixels, memory and bandwidth, and the techniques that let one game look right on every screen.
1. Ultra-high resolution: 4K, 8K and beyond
Resolution is the other kind of dimension in this course, and it multiplies the cost of every pixel you shade. This lesson puts numbers on 4K, 5K, 8K and 16K: pixels, nanoseconds per pixel, frame-buffer memory, memory traffic, cable bandwidth and texture memory. It ends with the question that decides everything: how many of those pixels can a human eye actually use?
2. Scaling to every screen, and shipping
Players own screens from a 720p phone to an 8K television, and one build has to look right on all of them. This lesson covers measuring performance honestly, dynamic resolution, upscaling, foveated rendering, quality tiers, and the practicalities of shipping a game from Ghana: download size, metered data, heat, testing on real devices and accessibility. It ends with the course project.
9 lessons, including the dimensions: one small game built across the course, with a 2d level, a 3d scene and a 4d toy, plus a render-scale control and a performance report measured from 720p up to 8k project. Sign in and buy the program to open them. Create an account to track progress and earn the certificate.
Taught by a working engineer
codemasterghana Team — Course team. Every lesson is written to be used, not just watched.
A verifiable certificate
Complete every lesson and you get a certificate with a code and QR that an employer can check in seconds.
Practice in the Code Lab
Write and run code in the browser while you learn, with your work saved to your own account.
Still have a question?
Email hello@codemasterghana.com or send a message from the contact page — we answer within two working days, in English or Twi.