What we cover
There is no single fixed curriculum. Every student brings a different project and level. Below is what we typically work on in Unity and C# tutoring—pulled from what I have shipped and taught for years. If your topic is not listed, ask: if it sits in Unity or C# game development, I will tell you straight whether I can help.
C# and Unity core
Language fundamentals, Unity’s lifecycle, scripting patterns, serialization, debugging, and the editor workflows that save time. We go as deep as your project needs—up to advanced C# when the bottleneck is code structure, not a missing checkbox in the Inspector.
Architecture and project structure
How to split systems, where logic lives, dependency direction, and how to keep a codebase from turning into a plate of spaghetti when the prototype phase ends. I care a lot about how things are wired together—startup order, boundaries between gameplay and infrastructure, and what to test first.
Rendering, performance, jobs
When it matters for your game: render pipeline choices, profiling, frame cost, batching, and moving work to jobs or the right thread when Unity’s default path is not enough. We do not optimize for sport—we optimize where measurement shows pain.
Multiplayer and networking
I have shipped multiplayer and real-time setups. If you are building netcode, sync, or authority models, we can work through that against your design—not generic netcode trivia from a slide deck.
Tooling, editor, pipelines
Editor tools, build and deploy friction, and automation that fits a small team or solo dev. If you are fighting the pipeline more than the game, we can address that too.
What tutoring is not
I am not a substitute for hiring a full art team or a studio. I will not write your entire game while you watch. I will not pretend every asset store package or third-party SDK is in my daily stack. If something is outside what I ship with, I will say so and point you to solid next steps.
For the hourly rate and how sessions run, see the overview and how it works.