When I teach game development, I’m not trying to turn students into programmers or artists overnight. I’m helping them understand the process — how creativity, logic, and structure come together to make something playable, something real.
That’s the foundation of how I teach at Game City Kajaani and through Toucan Studios. My goal isn’t just to show what buttons to press in Unreal Engine — it’s to show why those buttons matter.
🧩 Start Small, Think Big
Every student begins with an idea. It’s usually big — an open-world RPG, a multiplayer shooter, a cinematic adventure.
So, our first step is learning to shrink the idea down without losing its soul. We break it into a playable core: one mechanic, one space, one interaction.
Once that’s clear, I teach how to prototype fast using Unreal Engine’s Blueprint system. You don’t need a perfect model or animation — you need something you can test. That’s how students begin to see the game taking shape, even with cubes and placeholder art.
🐣 Student Projects and Mentorship
At Game City Kajaani, every student works on their own game — something they want to make. It can be a small puzzle, a story-driven prototype, or a simple platformer.
My role isn’t to tell them what game to build — it’s to mentor them through the process. I help them take their ideas, shape them into achievable goals, and build step by step until the game starts to come alive.
Each project becomes a personal learning journey. Some focus on art, some on gameplay logic, others on worldbuilding — but everyone learns by making their own creative choices.
🧠 Process Over Perfection
In my classes, it’s okay to make mistakes — in fact, it’s required.
We work in short sprints, just like real studios do. Each week, students pick one goal: a working door, a puzzle that resets, a simple combat system. They test it, show it, and improve it.
I remind them constantly:
“Your game doesn’t fail when it looks rough. It fails when you stop improving it.”
By focusing on process, they learn how professionals think — iterating, testing, refining.
🎨 Art Meets Code
I’ve always believed that great games live where art and logic meet.
That’s why I encourage students to switch roles often. An artist learns how a Blueprint node works. A coder learns how to light a scene.
These aren’t separate disciplines — they’re different ways of expressing the same creative language. When students understand that connection, they start to see how design, art, and programming all shape the player’s experience.
🧭 Real Studio Thinking
A big part of my teaching is helping students think like developers, not just learners.
We use task boards, version naming, and production planning — the same systems used in studios. Even if it’s a two-person project, we track everything: assets, shots, builds, versions.
Because when students understand structure, creativity flows better. You can’t build a world if you’re lost in your own folder tree.
💡 The “Why” Behind Every Lesson
Every exercise I teach has a reason.
If we build a maze, it’s to understand player guidance and reward loops. If we script a light switch, it’s about interaction design. If we build a modular level, it’s efficiency and iteration.
By the time students finish a course, they’re not just following tutorials — they’re asking better questions, thinking critically, and creating intentionally.
🐦 Teaching at Game City Kajaani
Teaching at Game City Kajaani is special because it’s hands-on from day one.
My classroom is more like a small studio: students test, fail, fix, and show their work every week. We celebrate working prototypes, not perfect renders. The goal is confidence — the moment they realize, “I can build something that works.”
That moment never gets old.
✨ Why I Teach This Way
Because I’ve been on both sides.
I’ve been the beginner staring at a blank level, unsure where to start. And I’ve been the artist in a production pipeline, solving problems under pressure.
Now I get to bridge those worlds — teaching others how to take an idea, structure it, and bring it to life.
That’s what teaching game development means to me: helping students see that every great game starts with one clear idea — and the courage to build it.
🚀 Final Thoughts
If you’re a student, mentor, or aspiring developer reading this — start small, but start today. The best way to learn is to build something, test it, and ask “why” after every success and failure.
That’s how I teach game development. And it’s how I keep learning it, too.
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