New York Film Academy
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New York Film Academy Game Design

12-Week Intensive Game Coding Workshop

12-Week Intensive Game Coding Workshop Overview

NYFA Student Game Design Highlight Reel

A reel of student work from New York Film Academy's Game Design Department in both LA and NYC.

Spend 12 Weeks Learning Unity and C# Scripting Language

The game industry is one of the fastest-growing areas in entertainment. For individuals with a passion for gaming, NYFA has created a 12-week, full-time game coding workshop.

Whether students are looking to improve upon existing skills or are new to the world of coding, the Intensive Game Coding Workshop is designed to impart professional-level skills and knowledge in game development.

Workshop Overview

The Intensive Game Coding Workshop meets Monday through Friday, from 10:00 a.m. to 6:00 p.m. for 12 weeks. Students studying in NYFA’s Game Design School learn from a faculty of working, expert game industry programmers who mentor each student in a hands-on and immersive studio environment.

The workshop focuses on learning the Unity platform and C# scripting language. These technologies are:
  • The most powerful and accessible game engine available.
  • Multi-platform, allowing students to build and easily tailor their game to different platforms, deploying at a click for major console, mobile, and desktop platforms.
Depending on the timeframe of the workshop, students may also be exposed to Github, Adobe Creative Suit, Maya, Bitbucket, HTML, and other relevant industry-standard technologies.


Each student will build a portfolio and receive one-on-one professional mentoring over the course of the 12 weeks.

Game Coding Courses

Unity and C# Immersion
3D Game Coding
Mobile Game Coding
Console Game Coding
Professional Development

Unity and C# Immersion

Serving as the backbone of the game coding workshop, in this class students spend five weeks immersed in the study of Unity and C# scripting. With Unity, students learn the game engine’s environment and components as well as how it relates to user-centric design and game objects. Once students establish a foundation in Unity, they move on to C#, studying basic syntax, understanding data types, working with variables, and more. Student work is reviewed throughout the class.

3D Game Coding

As most games boast 3D environments, students learn the essentials of coding for a 3D game; learning 3D physics and ray tracing, 3D models and UV mapping, and light and sound in 3D space. Students then build upon this foundation to study animation, skeletons, rigs, particle systems, particle emitters, particle options, and more. Finally, students apply what they’ve learned to course assignments and study memory management.

Mobile Game Coding

In this course, students explore how to create mobile games. They learn how to use emulators, interface with device components, and understand both touch and mobile interaction. Students develop fluency with testing process, including unit testing, integration testing, stress testing, and working with testers. This course also introduces the publishing process. Students investigate mobile case studies, publishing with Google Play and app stores, and the process of debugging.

Console Game Coding

In the current industry, games must be coded to work on a variety of consoles and devices — including Playstation and Xbox One. In this course, students learn the fundamentals of console game coding. They study interfacing with device components, understanding cross platform development, and control schemes. Students then build upon this knowledge, moving on to console-specific coursework with Xbox One publishing and the ID@Xbox program.

Professional Development

Throughout the workshop’s 12 weeks, students will continually develop and shape their own personal brand. Classes cohere to teach students the importance of their professional network and how to create an online portfolio. Students then survey existing coding jobs, understanding the differences among them and learning how to handle an interview for a coding job. Finally, students will have a series of career placement discussions designed to assist them in identifying potential jobs and strategizing how to apply for them.

Dates & Tuition

Fees Per Year


Location & Available Dates

Please note: Dates and Tuition are subject to change


  • Chris Swain Chris Swain
    A leader in the games industry for more than 20 years, Chris built the Electronic Arts Game Innovation Lab at USC and was an adjunct, assistant, and research professor at the USC School of Cinematic Arts from 1999 to 2012. He has led 20+ award-winning games and products for companies that include Disney, Microsoft, Sony, Acclaim, Activision, BBC, Discovery, Children's Television Workshop, and many others. Examples include the world's first massively multiplayer casual game, NetWits (Microsoft), the original Multiplayer Jeopardy! Online (Sony), the original Multiplayer Wheel of Fortune Online (Sony), and webRIOT (MTV). Chris speaks regularly about game innovation in the press and at events around the world. Publications include CNN, NPR, Forbes, NY Times, Wired, Chicago Tribune, Washington Post, LA Times, others. Venues include Game Developer's Conference, MIT, Harvard, SIGGRAPH, University of Tokyo, Games for Change, DARPA, Columbia University, Sorbonne, City U of Hong Kong, many others.
  • Matt Plotecher Matt Plotecher
    Associate Chair
    Matt Plotecher has been working with interactive media for over 15 years, and has been part of the NYC game industry since 2007. Working with clients including Microsoft, Nokia, Lionsgate, Konami, and the NFL, Matt has worked on all forms and genres of games: causal, core, Facebook, mobile, ARGs, and, of course, live-action chess-dodgeball. He has had several articles and opinion pieces about gaming and game culture published in websites such as and Develop Online, and has handled the duties of Lead Game Designer, Project Manager, Producer, Audio Design, Writer, Q&A, and Happiness Officer. In his spare time, Matt can be found tinkering with his own games, playing any and all games, laying it down on the basketball court, DMing his local gaming group, and helping little old ladies cross the street.
  • Jeremy Bernstein Jeremy Bernstein
    Writer / Story Editor on TNT's Leverage, Writer / Producer on games for Talkie, inXile, ITVS. Writer for EA Visceral Games, Designer many companies including USC EA Game Innovation Lab, Snap TV, Alchemic Productions, and others. MFA in Screenwriting, USC; MA Biochemistry, Wesleyen, BA Biochemistry, Wesleyen
  • Naomi Clark Naomi Clark
    Naomi Clark has been making games for over two decades, from building early online worlds as a teenager to working as a freelance game designer and creative director in New York City. She's helped design and build games for many different platforms and audiences, from early multiplayer web games (Sissyfight 2000) to web games and creativity tools for kids (LEGO World Builder, Gamestar Mechanic) and games for casual audiences and social networks (Miss Management, Dreamland, Trash Tycoon). She's taught courses on games at Parsons: the New School for Design and master classes at the NYU Game Center, blogged for many years about games and feminism, and is currently working on an experimental game with her independent game development group, the Brooklyn Game Ensemble.
  • Lara Fedoroff Lara Fedoroff
    Lara is the founder of UX-radio, Inc. a podcast about IA, UX, and Design. The guest line-up includes well-known industry experts and the purpose of the show is to inspire, educate and share resources. With seven years of User Experience design and Information Architecture experience, Lara has a knack for balancing her business acumen with user-centered design. She is a holistic and strategic visionary, helping companies and users identify solutions for their pain points.

    Her deep knowledge of business process and strategy balanced with her creative simplicity in visual and interaction design enable her to do the work she loves for clients like UCLA, Mitsuwa Japanese Grocery Store, Audio-Digest Foundation and Wilshire Axon.
  • Brian Fountain Brian Fountain
    Brian Fountain is an award winning developer and game designer with more than a decade of experience in transmedia storytelling. He has designed experiences that span multiple platforms, including: mobile, web and live events. His outdoor game, ZOWN, recently debuted at the 2012 Come Out and Play Festival. He and three teammates won the first ever Story Hackathon held at Lincoln Center. He is a co-lyricist and co-composer of the musical Freak Dance which was selected as part of the 2011 Austin Film Festival's Comedy Vanguard Series. He is a co-founder of Prototype161, a transmedia gaming company twice-recognized for excellence by Indiecade. He is also a Senior Agent with the international comedy group Improv Everywhere.
  • Geoff Fowler Geoff Fowler
    Geoffrey Fowler created his first online game in 1995 and has twenty years of experience as a professional digital artist and fifteen years of experience developing educational games across multiple platforms. Geoffrey held the title of Muppet Art Director at Sesame Workshop (Children¹s Television Workshop) where he was in charge of digital design and character branding for multiple global children¹s properties including Sesame Street, The Electric Company, Pinky Dinky Doo, and DragonTales. After a decade of service to Sesame Street, Geoffrey founded his own design company GreenPig Interactive Inc. whose clients include Viacom, Sesame Workshop, Barnes&Noble, Kodak, Basic Fun, This is Pop! (Adult Swim, A&E, History Channel, Bravo TV, Red Bull, VH1). Currently an instructor at NYFA and a consultant to the Advanced Cognitive Training Systems Group at Aptima, Inc. He received his BFA in Illustration from The School of Visual Arts in 1993.
  • Andrew Garrahan Andrew Garrahan
    Andrew is a software engineer and game designer. He has led game projects for OMGPOP, Adult Swim, IBM, A&E, History Channel, Syfy, NBCUniversal, This Is Pop and many other companies.
  • Thomas Lee Thomas Lee
    Digital Media Executive and pioneer in F2P online game business and virtual economies, managing projects and people, with ability to coordinate across a diverse set of disciplines. Extensive background in international business cultures, game licensing, and game development. Passionate about technology, content, and “games as service” on connected devices.
  • Bryan Ma Bryan Ma
    Bryan Ma is a designer and producer from California and New York. Since 2006, he has been an active part of the international game industry community as a developer, educator, and advocate. Previously Senior Game Designer for 2K Games’ Shanghai studio, he has worked on AAA, mobile, social, and independent games for international and Asian markets. His broader project focuses on investigations of global cultural intersections of games, technology, art, and emerging media. He writes about games and design, built an indie arcade cabinet, is a committee member of the Global Game Jam, and has curated experimental game exhibitions in New York and around the world.
  • John Mahoney John Mahoney
    John Mahoney moved to Los Angeles to work for Disney feature Animation as a Visual Development Artist on such films as Atlantis, Treasure Planet and Emperors After working on ten Disney feature films John decided to pursue his passion as an independent film maker. Since then, John has produced over twenty short films and two independent features. He has directed numerous documentaries on such prominent people as Doug Chaing, designer of the new Star Wars films and Tyrus Wong, designer of Bambi. He taught such diverse classes as figure drawing, sculpture, film design, storyboards, stop motion animation, and character design in the United Stated as well as in Singapore and Taiwan. John has had several gallery exhibitions around the Los Angeles area, including a main show at the Pacific Asia Museum in Pasadena.
  • Alvaro Olsen Alvaro Olsen
    Al Olsen is a game designer, specifically, in games for learning. He has a multimedia development experience of over 10 years and his latest interests reside in "neuro-games", cognitive science and affective learning.
  • Joost Rietveld Joost Rietveld
    Joost Rietveld is a doctoral candidate in strategy at Cass Business School (London) and a visiting scholar at NYU's Stern School of Business. Joost's research interests include competitive dynamics between complements in platform-based markets, and the impact of digital distribution on business model design in content-driven industries. Joost has a profound interest in the market for video games in which he was active as a consultant before entering academia. During his time as strategic manager at digital games developer Two Tribes, Joost helped setting up a digital publishing subsidiary and assisted in bringing to market successful games including Toki Tori (WiiWare, iOS) and a game based on the popular Ice Age movie (iOS). Recently, the UK trade association for interactive entertainment (Ukie) embarked on a research project with Joost investigating business model design for game producers in the setting of digital distribution. Joost's research has been published in a number of academic outlets including Research Policy, as well as in various trade publications including Gamasutra. Joost started teaching for NYFA in spring 2014. Come fall 2014 Joost will also be a part-time faculty at NYU's Game Center.
  • Noah Sasso Noah Sasso
    Noah Sasso is a game designer with a background in music production and sound design. His work has appeared in the LA Times, Pitchfork Media, Polygon, Kotaku, Real Tokyo, Vice Magazine, XLR8R and more.
  • Joe Shochet Joe Shochet
    Joe Shochet has been developing award-winning interactive experiences for 20 years. He has a passion for designing and programming world-class games across many platforms and audiences. Previously he was Vice President of Creative at Rebel Entertainment, a division of IAC, focused on social and mobile games. Their first product was Dungeon Rampage, an award-winning, and highly rated online game played by over 12 million people worldwide. Prior to joining IAC, Joe led game development at, a small startup building one of the first 3D games on Facebook. His career started in 1996 at Walt Disney Imagineering R&D building virtual reality attractions for the theme parks and designing ride concepts and interactive technologies. After transitioning to Creative Director at Disney Internet Group, Joe was a lead designer and developer of several virtual worlds including the popular Toontown Online, one of the first 3D virtual worlds for children. Joe has a Computer Science degree from the University of Virginia, where his research focused on virtual reality, user interface design, and teaching programming to novices using Alice3D.
  • Neal Sinno Neal Sinno
    Neal Sinno brings 15 years experience in market opportunity assessment, product development, and sales management. Prior to joining Arkadium, Neal was Vice President of Business Development at Game Trust. There he managed key relationships with partners to develop network, channel, search and advertising opportunities, and was a member of the executive team responsible for the company's acquisition by Real Networks. Prior to his role at Game Trust, Neal worked at Mellon Financial Corp, where he was the Director of E‐Commerce Product Development. Within his role there, he led a global team of developers, designers and actuaries to create state of the art web‐based financial applications. A seasoned sales and e‐business product specialist, Neal has also held key leadership roles at The New York Times and Lucent Technologies. Neal sits on the board of advisors for the Casual Games Association and frequently speaks at key industry events.
  • Emily Treat Emily Treat
    Emily has an extensive background as a producer and designer of educational games. Working as a Senior Producer, Emily is extending her expertise to oversee social impact game projects at the Games for Change Lab. As a designer-producer, she works closely with impact partners, designers, developers, and other team members to produce and advise on high quality games that meet the high standards and mission of Games for Change. Emily began her career at Leapfrog where she worked on a range of e-learning platforms and products for children and teens. Since then, she has worked as coordinator of the Scratch software and online community at the MIT Media Lab, produced learning games for 360KID, and worked in Kaplan Inc’s international office in London as lead designer and producer of an expansive online virtual world for language learning. Emily graduated from Carnegie Mellon’s Entertainment Technology Center in 2006 and earned her BA in Fine Arts and Cultural History, also at Carnegie Mellon.
  • Greg Trefry Greg Trefry
    Greg Trefry has wide array of experience designing games—everything from web-based MMOs to hit casual games to alternate reality games. He co-founded the game design studio Gigantic Mechanic to explore the bounds of game design through mobile games that interact with the real-world. He serves as director of the Come Out & Play Festival, a festival of street games in New York City. Greg also teaches at New York University and recently wrote the book, Casual Game Design: Designing Play for the Gamer in All of Us.
  • Colin Windmuller Colin Windmuller
    Colin Windmuller is a graduate of USC's Interactive Media & Games Division. He has been an instructor at New York Film Academy for a year, teaching in the Animation and Game Design departments. Before that, he has worked as a User Experience Designer and a freelance Visual Effects artist. Growing up in a digital age, he has a particular fascination with analog technology and maintains an impressive vinyl collection. His idea of art is creating whimsy through math.
  • Richard Wyckoff Richard Wyckoff
    Richard Wyckoff is CEO and co-founder of Reverge Labs, LLC and Reverge Studios, Inc. Since the videogame industry's breakout success in the mid 1990s, Richard has been a videogame designer and manager at industry leaders such as Electronic Arts/Pandemic Studios, Vivendi Universal, and Dreamworks Interactive. He has been a guiding force on critically-acclaimed titles such as THQ's Full Spectrum Warrior and Looking Glass Technologies' Flight Unlimited, and collaborated with creative luminaries such as Steven Spielberg and Warren Spector. Richard led Reverge Labs to ship cult hit 2D fighting game Skullgirls in 2012.
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