The 12-Week Campaign
Each week unlocks a new skill node. By week four, you've already shipped something playable.
Engine Orientation
Install, configure, and build your first scene. Learn the vocabulary every game dev needs.
Physics & Movement
Make things move, bounce, and collide. Your first playable character.
Scripting Fundamentals
Write your first real scripts. Logic, loops, and events.
Prototype Sprint I
Ship Prototype #1. A complete, playable game loop from scratch.
Tilemap & Level Design
Build worlds that feel handcrafted. Spatial design principles applied.
Enemy AI & Pathfinding
Give your enemies a brain. Basic AI that challenges without frustrating.
UI Systems & Juice
The difference between a prototype and a polished game: game feel.
Prototype Sprint II
Ship Prototype #2 in Godot. Switch engines, keep momentum.
Shaders & Visual Effects
Make your game look intentional. Visual language as game design.
Audio & Atmosphere
Sound design separates amateurs from professionals. Learn the basics.
Portfolio Polish
Package your work for employers. A GDD, a trailer, and a live URL.
Final Showcase
Present to a panel of studio leads. Your graduation is a portfolio review.
Pick Your Path.
Know What You're Choosing.
Honest numbers. No spin. Every path to a game dev career has real tradeoffs — here's what they actually look like.
Graduate Survey (n=847)
| Metric | 🎮 Spawn Bootcamp | Self-Taught YouTube + Docs | University CS / Game Design |
|---|---|---|---|
| Time to first portfolio piece | 4 weeks | 6–18 months | 2–3 years |
| Total cost | $4,200 (ISA available) | $0–$800 (tools + courses) | $40k–$120k+ |
| Playable projects at graduation | 4 minimum | 0–2 (most never finish) | 1–3 (heavily guided) |
| Career support duration | 12 months post-graduation | None | Alumni network only |
| Engines covered | Unity + Godot | Usually one, self-selected | Often proprietary / Unity only |
| Average time to first job offer | 4.2 months (78% success) | Unknown — no tracking | 6–12 months post-grad |
| Cohort accountability | Weekly peer reviews + mentor | None | Semester-based crits only |
| Studio connections | Direct intros to 30+ studios | Cold outreach only | Campus recruiting (limited) |
Ready to choose the faster path?
Next cohort starts March 9, 2026. 14 seats remaining.
Choose Your Class
Every track ships the same four prototypes. The difference is which skills you go deepest on — and which jobs you're ready for at the end.
Systems. Logic. Scalable code.
You want to understand how the engine works under the hood. You'll write more C# than anyone else in the cohort, and by week 8, you'll be building tools other students use.
Levels. Systems. Player experience.
You've been sketching level layouts on napkins. You think in loops, challenge curves, and player psychology. This track teaches you to build what you've been imagining.
Visuals. Shaders. Game feel.
You care about how a game looks and feels before it plays well. You'll master shader graphs, particle systems, and the subtle art of screen shake that makes a hit feel like a hit.
You can switch tracks during week 1 if you change your mind.
Real Games.
Real Careers.
These aren't tutorial clones. These are original games that got people hired.

Hollow Passage
"I shipped this six weeks in. My manager at the help desk didn't believe I made it."

Root System
"My university taught me Java for two semesters. Spawn taught me to make something real."

Cinder Run
"I'd been modding for five years. Spawn taught me the professional pipeline I was missing."
The campaign
starts when you do.
1,247 people made the same decision you're considering right now. They shipped games. Some got hired. All of them built something real.