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Make a City Builder Game with Godot 4!
Rating: 4.8 out of 5(5 ratings)
352 students
Created byMichael Burt
Last updated 4/2026
English

What you'll learn

  • Learn technical art workflows with Blender and Godot (including Vertex Animated Shaders)
  • Optimize Godot games for web builds using multimeshes, VAT, and packed arrays
  • Level-up your Godot workflow and pipeline skills
  • Develop and iterate on practical game design documents that give you a great starting point for a game

Course content

4 sections19 lectures15h 15m total length
  • Starting from Scratch. How to create a new game30:44

    NOTE: You should download the ZIP file attached to this lecture. You can reference it throughout the development series, as it contains the complete ASSET LIST, as well as a READ ME file that you should take a quick read through now.


    This lecture provides an in-depth look at my game development process, focusing on the structures and organizational systems. It emphasizes the importance of a game design document as a guiding reference, even for small projects, to help with asset planning, modifications, and optimization.


    After completing this lecture, you will be able to:

    • Understand a structured process for game development, including setting up development assets and organizing files.

    • Grasp the role and structure of a concise game design document, as opposed to large, hard-to-maintain ones.

    • Learn about the fundamental "Game Loop" concept (Objective, Challenge, Reward) that exists in every game, and how to apply it to their designs.

    • Gain insights into designing core game mechanics for a city-builder genre

    • Understand architectural and optimization considerations for game development, particularly for a WebGL target platform. This includes:

      • The use of MultiMeshInstance3D and packed arrays for efficiency.

      • Managing triangle counts and texture loading for performance.

      • Applying data-based approaches like packed arrays and hashmaps for managing game objects and their data efficiently.

    • See how a game design document can directly inform optimization goals, such as setting specific triangle budgets for models.

  • Tech Art. How to reduce poly counts and preserve detail57:28

    This lecture provides a comprehensive guide to finding, preparing, and optimizing 3D assets for use in a game engine, with a specific focus on achieving low polygon counts and efficient material usage. The primary example used throughout the lecture is a house model, which is progressively optimized from thousands of triangles down to a few hundred, without sacrificing significant visual detail.

    After completing this lecture, you will be able to:

    • Locate and select 3D models from online repositories like Open Game Art and SketchFab, specifically looking for assets with suitable licenses such as Creative Commons by attribution (CC BY) or CC0 (totally open source).

    • Manage and organize digital assets by establishing proper folder structures and maintaining an attribution list for downloaded models and artists.

    • Import 3D models into Blender from various formats (e.g., FBX, glTF).

    • Utilize Blender's tools and features for 3D model optimization, including:

      • Monitoring and reducing triangle counts using the statistics panel.

      • Organizing mesh components into logical collections.

      • Strategically remove unnecessary geometry and props to meet target polygon budgets while preserving the core visual integrity of the model.

      • Leverage "Power Save" and "Node Wrangler" Blender addons.

    • Implement advanced tech-art techniques to streamline materials and textures, specifically UV retargeting and texture baking:

      • Combine multiple materials into a single material by creating new UV maps and baking existing textures onto a unified texture atlas.

      • Consolidate disparate mesh objects into a single object that shares one material, which is crucial for game engine performance by reducing draw calls.

    • Prepare models for a grid-based game

  • Time Lapse: optimization a store front model44:41

    This video is a timelapse. There are a couple of key points where I stop and do a voiceover to talk through a certain technique or strategy.

  • Tech Art. Creating the road asset, and finishing up23:11

    This lecture focuses on preparing 3D assets for game development, specifically concentrating on post-modeling cleanup and optimization. The video includes practical techniques to ensure models are clean and ready to be imported into Godot.


    After completing this lecture, you will be able to:

    • Efficiently prepare and optimize 3D assets for game development, including creating tileable elements like roads.

    • Perform basic texture manipulation on 3D models using GIMP.

    • Correctly manage and name UV maps for Blender and Godot.

    • Significantly reduce Blender file sizes as a clean up step.

    • Apply good naming conventions and file organization.

    • Fix common model cleanup issues, like broken textures links.

Requirements

  • Basic Godot 4 development experience
  • Basic Blender experience

Description

This course details my development process of the web-based city builder game called ZTown.

Each lecture is approximately an hour long, some longer, some shorter- you will see nearly everything I do, with very little content cut from the process. I often talk through why I am doing something, not only what I am doing, and I include when I make mistakes. This will allow you to get a viewpoint on how I design games, and you can think about how you might do things differently, or maybe there are certain things you would like to borrow from my practice (please do!).


The course will take you through all of my major design and development activities to produce a working vertical slice:

  • Game design inception and game design doc creation

  • Thinking out design problems with design problems

  • Developing 3D art pipelines and workflows that suit complex topics such as vertex animated textures, and vertex paint masks for instanced rendering and animating

  • Iterate and develop a complete Godot 4.4 project designed for web

  • Implementation of the AStar algorithm for path finding in a city building game

  • A complete breakdown of in-gamer shaders and multimesh instancing algorithms for Vertex Animated Textures (VAT)

  • The process for finalizing and polishing the game, including adding sound effects, an end screen, and tweaking all of the game design variables.


At the beginning of each video, you will get a brief description of the lecture as well as suggestions on how best to approach the videos.

Some of these learning suggestions include:

  • Pausing the video at key moments and repeating the steps for yourself so you understand how to work in Blender, Godot, or other pieces of software used

  • Listening along and taking notes, to see how certain things might be implemented in your design practice

  • Jumping to important timestamps to find and gather specific bits of knowledge contained in the videos.

Who this course is for:

  • Beginner to intermediate Godot developers who are looking to level-up their programming and game development skills.
  • Game designers interested in learning more about the development process
  • 3D modelers and texture artists interested in tech-art and pipelines