Course library

Structured courses

Every course follows the same shape: what you will be able to do, what you need first, the concept, an engine-specific track, auto-graded practice, a quiz, and a build challenge with a rubric.

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Beginner35 MIN

The Dot Product as Light

A Lambert diffuse term you can derive from scratch and defend in an interview.

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Intermediate45 MIN

Coordinate Spaces and the MVP Chain

A mental model that lets you debug any 'my effect is in the wrong place' bug in minutes.

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Intermediate30 MIN

Fresnel and Grazing Angles

A physically-motivated rim term that survives art direction feedback.

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Beginner25 MIN

Smoothstep, Masks and Readable Edges

A soft-edged mask with an artist-controllable width that never aliases.

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Intermediate50 MIN

Perlin Noise and fBm

A terrain-grade fBm you can tune by octave, lacunarity and gain with intent.

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Advanced60 MIN

Signed Distance Fields and Ray Marching

A ray-marched primitive with smooth booleans and a bounded step count.

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Advanced40 MIN

Warp Divergence and Branching

A branch-cost intuition you can apply while authoring, not after profiling.

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Advanced40 MIN

Texture Fetch Latency and Bandwidth Budgets

A defensible texture budget for a shipping material.

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Intermediate45 MIN

Integration Schemes for Particles

A particle solver whose stability you can predict from the timestep.

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Intermediate40 MIN

Skinning: Linear Blend vs Dual Quaternion

A weight-painting judgement call you can justify to an animator.

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Intermediate40 MIN

Inverse Kinematics with FABRIK

A working two-pass IK solver and an understanding of when it fails.

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Intermediate50 MIN

Profiling a Frame Like a Technical Artist

A written frame breakdown that identifies the actual bottleneck with evidence.

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