Build Roadmaps

Each roadmap is a progressive build series — starting simple and layering on complexity. Every step is a playable game with a blog post that explains the game dev concept and what the AI got right or wrong. Built for beginners.

1970s — The Birth of Arcade

5

Pong

Sports

Paddle collision, ball physics, scoring, AI opponent. The absolute starting point — every game dev should build Pong first.

In progressStep 1 of 5
5

Breakout

Arcade

Brick grids, angle-based collision, power-ups, progressive difficulty. Natural next step after Pong.

Planned
5

Space Invaders

Shooter

Arrays, wave management, collision grids, difficulty curves. The simplest entry point for absolute beginners.

Planned
5

Asteroids

Arcade

Rotation-based movement, inertia, wrap-around screens, splitting objects, vector-style rendering.

Planned

1980s — The Golden Age

5

Pac-Man

Maze / Chase

Maze navigation, pathfinding, ghost AI with distinct personalities, power pellets, state machines.

Planned
5

Donkey Kong

Platformer

Multi-level scaffolding, ladder mechanics, barrel physics, hammer power-up, the original damsel-in-distress story.

Planned
5

Frogger

Action / Puzzle

Lane-based grid movement, timed traffic patterns, river riding hazards, risk-reward scoring.

Planned
5

Galaga

Fixed Shooter

Formation patterns, dive-bomb AI, tractor beam capture mechanic, dual-ship bonus, challenging stages.

Planned
5

Tetris

Puzzle

Grid-based logic, piece rotation (SRS wall kicks), line clearing, gravity, hold/preview. The ultimate grid math teacher.

Planned
5

Mega Man

Action

Stage select, boss AI with distinct attack patterns, weapon stealing system, weakness chains.

Planned
5

Contra

Run & Gun

8-directional shooting, weapon pickups, co-op, enemy wave patterns, multi-phase bosses, Konami Code.

Planned
8

Mario Clone

Platformer

Tilemaps, enemy AI, power-up state machines, level design. From scrolling platformer to SMB 1-1.

Planned8 steps

1990s — The Console Wars

5

Street Fighter II

Fighting

Frame-based input, hitbox/hurtbox collision, combo systems, input buffering, AI opponent behavior trees.

Planned
5

DOOM-Like

FPS

Raycasting engine, 3D projection from 2D maps, sprite-based enemies, weapon systems, keycard doors.

Planned

2000s+ coming next: Rhythm games (Guitar Hero), open-world (GTA top-down), tower defense (Plants vs Zombies), battle royale lite. Each decade adds new genres and systems.