Weekly Code Reviews
Every Thursday we do line-by-line reviews of student code. It's where you learn why something works, not just that it works.
We're putting together a program for people who actually want to make games, not just talk about it. Twelve weeks of building real projects with folks who've shipped titles. Applications open in March—we're keeping the group intentionally small because that's the only way this works properly.
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Classes run Tuesday and Thursday evenings from September 16 through December 11, 2025. That's enough time to build something substantial without dragging on forever. You'll ship two complete projects—one solo piece and one team collaboration that actually goes on your portfolio.
We work primarily in Unity and C#, with Blender for anyone interested in the art side. The curriculum adapts based on where the group's headed—if everyone's into mobile development, we lean that direction. If narrative design becomes the focus, we adjust accordingly.
People who've dabbled but want structure. Career changers with transferable skills from programming or design. University students looking to supplement theory with practice. Basically anyone willing to put in evening hours and weekend work when deadlines approach.
First month covers mechanics and systems. Second month is all prototyping—you'll make at least five small games to figure out what clicks. Final month is polish and completion. Some graduates have continued developing their projects into commercial releases, though that's not the primary goal.
We cap enrollment at eighteen people. That's intentional—any larger and the feedback quality drops. You'll get direct code reviews, playtesting sessions where everyone actually plays your game, and access to instructors who remember your project specifics.
Sessions happen at our S. Mehdiyev küç. 95 location in Baku. The space has workstations for everyone, though most folks bring laptops. Coffee's always available, which becomes important around week eight when everyone's debugging simultaneously.
Systems Programming Lead
Spent eight years at a mobile studio before going independent. Destan handles all the backend architecture and optimization topics—the stuff that determines whether your game runs smoothly or tanks performance.
Gameplay Design Specialist
Roxana's worked on puzzle games and narrative experiences. She teaches the design fundamentals—player psychology, difficulty curves, that sort of thing. Her feedback sessions are direct, which people appreciate once they get used to it.
Visual Development Mentor
Covers everything art-related, from basic modeling to shader work. Mehtap's particularly good at helping programmers develop visual literacy—most technical folks have better aesthetic instincts than they realize.
Every Thursday we do line-by-line reviews of student code. It's where you learn why something works, not just that it works.
Watching someone else play your game reveals problems you'd never catch on your own. We do this constantly throughout the program.
Local and regional developers drop by to discuss specific topics. Past sessions covered monetization strategies, working with publishers, and sustainable indie development.
Your projects need proper documentation. We cover how to present work effectively, write about your design decisions, and showcase what you actually contributed to team projects.