Single session
$55 per hour
One hour on your project or your questions. Try it and see if how I work matches how you learn.
Book an hour1-on-1 Unity and C# tutoring, live online, for kids 8 and up, teens and adults. You write the code, I guide you, and we build real games together.
$55 / hour
Full refund after the first session if it's not a fit.
He teaches what you actually need to know instead of making a duplicate course like a lot of others do.
2-minute intro
I show you what to learn and in which order, and you build a game from the first lesson.
In this video I go through what we do in that first lesson, the structured path you follow after it, and how I help you between lessons.
Book a free intro callOne hourly rate, and it drops when you book more hours in one checkout. Full refund after the first session if it is not a fit, whatever you book. Booking ahead is safe too. Cancel at least 24 hours before a session and you get it back to book another time.
Single session
$55 per hour
One hour on your project or your questions. Try it and see if how I work matches how you learn.
Book an hourSave 10%
4+ hours
$49.50 per hour
Pick 4 or more hours on the calendar, for example one session a week for a month, and every hour is $49.50 instead of $55. 4 hours come to $198 instead of $220. Plans change? Any session can be moved later.
Book 4+ hoursSave 15%
8+ hours
$46.75 per hour
Pick 8 or more hours on the calendar, for example two months of weekly sessions, and every hour is $46.75 instead of $55. 8 hours come to $374 instead of $440. Plans change? Any session can be moved later. Includes a custom roadmap built around your project.
Book 8+ hoursBest value · Save 20%
12+ hours
$44 per hour
Pick 12 or more hours on the calendar, for example three months of weekly sessions, and every hour is $44 instead of $55. 12 hours come to $528 instead of $660. Plans change? Any session can be moved later. Includes a custom roadmap built around your project.
Book 12+ hoursRight now you copy code and hope it works. You'll learn to break a problem into steps and reason your way to a solution you actually understand.
Your code runs, but it's a mess you wouldn't show anyone. You'll write C# that is clean and readable, the kind you're happy to open again weeks later.
Your drive is full of half-finished projects. You'll take one idea from a blank scene all the way to something you can actually play.
You're not sure your skills hold up in the real world. You'll build the fundamentals and habits that studios and clients actually expect.
Tutorials show toy examples, then real projects feel overwhelming. You'll see how the pieces of a real game fit together, so a big project stops feeling scary.
You've watched a hundred tutorials and still freeze on a blank script. You'll learn to build on your own, without a video walking you through every step.
6 reviews · 5.0 out of 5 on average
I was recently inspired to get deeper into game dev by some game ideas I made after years of only touching the surface level of Unity / C#. Darko has made it extremely easy to not only re-learn what I have lost, but also understand everything on a much deeper level. I strongly suggest giving this tutoring a go if you do well with having a mentor / teacher and want a surefire way of learning Unity.
I had a really great experience working with Darko. I came to him while I was still very inexperienced with Unity and especially 3D game development, and he was incredibly patient with me. What I appreciated most was that he didn’t just tell me what to do or do everything for me. He would point me in the right direction, let me try things myself, and then help me understand what I could improve afterward. He’s very knowledgeable, easy to work with, encouraging, and never made me feel stupid for not knowing something. I genuinely learned a lot from working with him, and seeing things I struggled with finally work was incredibly rewarding. I would absolutely recommend Darko to anyone who needs help with Unity, whether you need development work or someone who can actually help you understand what you’re doing.
Darko is a really good teacher when it comes to Unity for people of any skill level. He teaches what you actually need to know instead of making a duplicate course like a lot of others do.
Students pick what to share. First name only or no photo is fine by me.
Programming is my full-time job, and I also run my own company, TOMICZ. I've worked with Unity for 11+ years, building multiplayer games and XR prototypes, and I've taken projects from a quick prototype all the way to a released product. What I teach comes from that work, not from a course.
Tutoring is what I do next to it. I work one on one with developers who want to move past following tutorials and understand how the code actually works. Helping someone have that moment where it finally clicks is the part I enjoy the most.
What I'm building now
A realistic open-world survival game running on TOMICZ3D, a game engine I'm writing from scratch in C++. The video shows it growing from a few cubes on a grid into a mountain valley you can drive through.
See it in my portfolioI was a Senior Unity Engineer at Auki Labs (Matterless Studio), working on AR multiplayer technology with the best developers I've ever worked with. The best practices I teach come partly from there.
Auki owns Floorcraft: Blasters, a shared AR multiplayer shooter for iOS. I work on the game as an open source developer, and I wrote about the 0.6 release.
My own AR survival shooter. Its launch post ended up as the #1 post of all time on r/gamedev.
My essay How I learned Unity the wrong way drew 181 points and 115 comments on Hacker News. My Unity tools are open source on GitHub.
The full story is on my About page, and the games I've worked on, including Museverse for Meta Quest, are on my portfolio.
I tutor experienced developers too. If you already build games in Unity, we skip the basics and work on your own project.
You share your project and I show you what will hurt you later. The problems I find most often are in 10 essential tips every Unity developer must know.
How to structure a project so it still makes sense when it grows. I wrote about my approach in Unity code architecture and dependency injection.
We find what makes your game stutter and fix it with the profiler open. A good place to start is MonoBehaviour vs C# class vs struct.
Moving the heavy parts of your game to Unity's data oriented stack, one system at a time. My getting started guide shows where we begin.
I worked on AR multiplayer technology at Auki Labs, and I bring that experience to your networking code. If you are starting from zero, my multiplayer tutorial with Mirror is the first step.
We practice interview questions and go over your resume before you apply.
Live, 1-on-1, and you are the one writing the code.
You do most of the work. You share your screen and write the code, and I am there as a guide. I run sessions this way because I don't want you to lose focus, and sessions are much more fun when you are the active one.
Every session builds on the last one. I keep track of where you are and what comes next, and between sessions you get assignments to work on. Book 8 or more hours and that plan becomes a custom roadmap you can open any time.
My teaching style is different, and if you booked with me you probably already know that. I am not just teaching you programming and Unity, I am teaching you how to think like a programmer. I want you to understand how things work under the hood, not copy and paste code. We will not jump from project to project just so you can say you completed something. If you didn't learn anything from a session, it was a waste of time.
We learn Unity, and we learn it properly, but we start with C# and programming because that is what Unity is built on. Most students who feel stuck in Unity are not stuck on Unity, they are stuck on programming. Once you understand the logic, Unity stops feeling like magic and starts making sense. This is programmer-focused training, and that logic is similar if not the same in every language, so after working with me you will be able to pick up other languages too.
What to have ready, and how our sessions run.
We talk the whole session, so this one is not optional. A camera is. I keep mine on the whole time, and you decide for yourself.
A computer that meets Unity's system requirements, with Unity and a code editor of your choice installed. Not sure how? We install both together in your first session.
It opens in your browser, so there is nothing to install. You get the link by email when you book, and the same link works for every session. I don't record sessions, but you are free to record them on your side.
My calendar is open almost around the clock, so after school, evenings and weekends in the US are easy to book, from Eastern to Pacific time. The booking calendar shows every time in your own time zone.
Something came up? Cancel the session from your profile at least 24 hours before it starts and it goes back to your account. Then pick a new time whenever you are free. A later cancellation or a missed session is used up.
I often give you assignments to work on between sessions. If you get stuck, message me on Discord (darkotomic) or email me, and I will help you get unstuck. I encourage it.
Every session is in English.
I tutor kids 8 to 17 too, from elementary school through high school.
You book the sessions with your own email, and you are welcome in any session. Children under 13 don't create an account here, so the account stays with you. If you would like to see a police clearance certificate before we start, just ask. Everything else a parent wants to know is on its own page.
If your kid is asking how to make their own games, I wrote what I'd tell a parent whose kid wants to make video games.
Game development tutoring for kids and teensFrom your first session to a finished project, here is the path.
Pick a time and book your first hour. Not sure yet? Start with a free 15-minute intro call.
In that first session we work out where your skills are and what you actually need.
In live sessions you write the code and get corrected in real time. Between sessions, you get assignments to work on. Booking 8 or more hours adds a custom roadmap.
$55 / hour
Full refund after your first session
Book your first sessionMy journey as a beginner programmer was turbulent. I didn't have the right path or direction for learning Unity and C#, so I lost a lot of time to trial and error. You don't have to. Book 8 or more hours and I build you a roadmap to follow, so you learn the right way from the start.
With 8 or more hours you get a custom roadmap built on the same system as the roadmaps on this site. You see exactly where you are, what is next, and how it connects.
It covers fundamentals, C#, Unity, rendering, and whatever your project actually needs. No filler, no generic curriculum.
The questions people ask before they hire a Unity tutor. If yours is not here, reach out and I will reply personally.
You are not old. You will keep getting older whether you start or not, so it doesn't matter. Just start and do what you love. Plenty of my students started late, and today they are solid programmers.
No. In the first session we find out where your child is, and we start from there, even if they have never written a line of code.
Game programming. You learn to write the code that makes a game work. Many people say game design when they mean making games, and that is what we do.
Yes. Besides Unity, I also tutor Unreal, Godot and Roblox.
Both. When you write code and I correct it while you write, that is tutoring. When we go over your resume or prepare you for job interviews, that is mentoring.
If you are stuck on your own project, yes. A tutor cuts weeks off the wrong approach by looking at your code and calling out what is actually wrong. Courses teach generic patterns. A tutor teaches you in context. If you are not stuck yet, do the free stuff first and come back when you hit a wall.
A course teaches a generic project. I teach yours. Courses cannot tell you why your architecture is wrong because they do not see your code. A tutor sits next to you in your codebase and calls it out in real time. Courses are cheaper. Tutoring is faster.
You are free to go with AI, and I won't stop you. The advantage of a tutor is that he knows your weaknesses and how to direct you. AI is not human, and it does not care about you. When you pay a tutor, you show up, because missing a session you paid for feels bad. AI will not wake you up in the morning and make you learn. Do you think a football or basketball coach is better than his players? He is not, but he keeps them accountable and points out the mistakes in their tactics. That is how tutoring works. AI is valuable, I won't deny that, but it cannot beat a good tutor.
Look for someone who has built real games, not just made tutorials. Ask what they have built, how they approach your specific problem, and whether they will work with your codebase. Avoid anyone who promises a fixed curriculum without seeing what you are building. Most real senior devs will do a free intro call before you commit.
It really depends on you. Your experience and how consistent you are make the biggest difference. On average it takes about four months to get a basic understanding of Unity and C#, and about a year until you can develop games on your own. For the fastest progress I recommend 2 hour sessions three times a week, but that is not required.
Yes. Full refund after the first session if it is not a fit. No questions. You get one hour to see if how I work matches how you learn. If not, I refund and we move on.