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Game Engine Development with Monogame and C#
Rating: 4.1 out of 5(9 ratings)
29 students

Game Engine Development with Monogame and C#

Learn engine architecture, scenes, asset management, input systems, and collision using MonoGame and C#
Created byRamey Devs
Last updated 2/2026
English

What you'll learn

  • Design and build a reusable 2D game engine from scratch using C# and MonoGame principles, focusing on clean architecture and real-world engine design patterns.
  • Implement core engine systems including a scene manager, asset manager, input system, time management, and rendering pipeline!
  • Understand real-world game engine workflows by debugging, refactoring, and solving problems live, gaining insight into how professional engines evolve over time
  • Gain confidence reading and writing low-level game code, enabling students to customize, optimize, and extend their own engines.

Course content

5 sections26 lectures5h 18m total length
  • Introduction3:29

    This is a brief intro about what the course is about

  • Setup9:10

    In this video we will be doing the initial setup for the engine

  • Why create your own Game Engine?3:55

    This video will explain some of the reasons you may want to create your own Game Engine

Requirements

  • Basic programming knowledge in C# (variables, classes, methods, and basic object-oriented concepts) A PC or Mac capable of running Visual Studio (or a similar C# IDE) Willingness to learn how game engines work under the hood rather than relying on pre-built tools No prior game engine or MonoGame experience required — everything is explained step by step

Description

Have you ever wanted to understand how a real game engine works under the hood?
In this course, you’ll build a fully functional 2D game engine from scratch using MonoGame and C#, learning the same architectural patterns used in professional game development.

Instead of relying on prebuilt engines, this course focuses on foundational systems: scene management, game loops, asset loading, input handling, collision detection, and rendering flow. You’ll see how everything connects and why engines are structured the way they are.

This course is designed to be hands-on and practical. You’ll write real engine code, encounter real problems, and fix them in real time. Along the way, I explain why certain design decisions are made, not just how to type the code. This helps you develop true engine-level thinking rather than just following tutorials.

By the end of the course, you’ll have:

  • A reusable 2D engine foundation

  • A deep understanding of MonoGame’s workflow

  • The confidence to expand your engine with your own systems

  • The skills needed to build your own games or engine extensions

This course is ideal if you’re tired of black-box engines and want to truly understand game development at a low level, while still using modern tools and clean architecture.

Whether your goal is to build games, improve your programming skills, or learn how professional engines are structured, this course will give you a strong and flexible foundation.

Who this course is for:

  • Programmers who want to learn how game engines actually work under the hood instead of relying on black-box engines like Unity or Godot. Beginner to intermediate C# developers who want to apply their skills to real-world game development and engine architecture. Indie game developers interested in building their own tools and reusable systems rather than starting from scratch for every project. Students and hobbyists who enjoy learning by watching real problems get solved live, including debugging, refactoring, and architectural decisions. Developers transitioning from Unity, Godot, or other engines who want a deeper understanding of scenes, assets, input, and rendering systems.
  • This Course Is NOT For Absolute beginners with no programming experience at all Students looking for drag-and-drop or visual scripting Anyone expecting a fully polished AAA engine by the end of the course without additional work