GameDevs Bootcamp

You know what would be cooler than playing a game? Developing one! "But I don't know how to do that", you might say. Fear not, the 6 sessions workshop GameDev Bootcamp is here to show you how!

In 6 weekends, you along with a team of other game dev enthusiasts will go through all the phases of designing a game, from the initial concept to prototyping, implementation and final polish. And rest assured, we have set you up for success by choosing 3 experienced trainers to guide you throughout the entire process. Razvan Calin (game designer), Radu Cristea (programmer) and Cloud Quinot (concept artist) have a cumulated experience of more than 16 years on various aspects of game development. Come live this great experience and get to build your own game! Book your place today, limited places available!

Register now!

What is Game Devs Bootcamp?

A 6 week course aimed towards but not limited to the completely uninitiated and industry newcomers. Spreading across multiple weeks, the course will cover the entire game development process, from conceptualising to release. All major topics will be discussed included but not limited to Code, Design and Artistic aspects.

Attendees will immerse themselves in the process of refining a specific game design and, in the process, discover new design concepts and/or principles that will allow them to take a more holistic approach in future projects, enabling them to create better games.

The Course will encourage group discussions, analysis and constructive critique from both peers and mentors and all teams will be guided in order to make sure what they are doing is fun, feasible and rewarding.


Anyone can participate, regardless of level of experience or knowledge but the course is aimed towards individuals who have yet to enter the game development industry and those who tested the waters of it but want to further their knowledge and maybe make a career out of it in the future.



The Workshops will be distanced 1 week apart from each other, so we assure attendees don’t diverge too much from the correct path, for a grand total of 6 weeks.

Pre-meeting (April 17th, 18:30)
We’ll have a meeting before the Course officially begins so attendees have an opportunity to socialize, exchange ideas, maybe form work groups for the task that lies ahead. We can do this get together at the Hub in the saturday afternoon, a week before the Course kicks off. Also in this first encounter, we’ll have micro talks with every group, discussing each workshop theme and goals.

Workshop #1: Concepting (April 18th, 10:00)
Brainstorm with your teammates regarding the given theme and come up with a basic concept of a game to pitch to the judges. During this first workshop you will also choose a toolset, discuss technical implications and you’ll make a basic idea of the game you will be developing in the following weeks.

Workshop #2: Prototyping (April 25, 10:00)
Iterate on your initial idea, experiment and prototype game mechanics and design, discuss User Experience and Interface. In this phase you will be deciding on a final art style and laying out the a Game Design Document.

Workshop #3: Pre-Production(May 9, 10:00)
Decide on final features set, have a proof of concept and prioritize your work. Settle on formats, architecture, level structure and flow etc. This is also the workshop where you validate user experience for your project (‘vertical slice’).

Workshop #4: Production (May 16, 10:00)
The prototyping phase ends and the straightforward implementation of features, mechanics and code begins. Clearly define the final set of features in the final project by dropping low-impact or time-consuming features and simplifying your design altogether.

Workshop #5: Post production (polish) (May 23, 10:00)
Start finalising the content to a level of quality that is considered releasable, root out problems and bugfix all areas of the game

Workshop #6: Release (TBA)
Present your final product to the judges and vote on other projects.


Optimally, a team can cover all aspects of gamedevelopment (code, art, design), so optimal team size would be 3. We can cater to teams as large as 5 and as small as 1. When describing the project we will emphasise optimal team size and encourage people to reach that team size (1st Workshop).

Although it is possible for an experienced developer to finalize the project in the given time frame, by himself, we advise you socialize and teamup with other attendees and spread the workload in order to provide a better quality end product. The number of members in any team will NOT affect in any way the judging method of the finalized project; you’ll be judges by the quality of your end project and that’s it.

At the first Workshop, attendees will be presented with a Theme that they will have to respect in the project they choose to develop in the weeks ahead. The theme will be vast enough so it provides a guideline but not a restriction and creative interpretation of the theme is encouraged.

Time constraint
The clock starts ticking the moment the Theme is given to the attendees, at the beginning of Workshop #1 and ends at the announced start time for Workshop #6. Teams are encouraged to also work on their own time and keep the short amount of time reserved for the Workshops to ask about blockers they have encountered or any items that are not clear.

Engine and Platform
Regarding your development tool of choice, we leave it up to you, be it Unity, Unreal, GameMaker or any other tool or lib you might prefer. The end product can work on any platform you wish, be it console, PC, Mac, Linux, Android, or iOS, there is no restriction in this direction.


1. At least one notebook per team, at each Workshop, so you can show off your progress
2. Whatever software you think you might need to showcase your progress
3. An open MIND!!


- Every team will be asked to attribute a score from 1 to 10 to the projects of the other teams.
- The average of this score will have a 50% weight on the final score; the other 50% will be given by the judges.
- The team with the most points wins.

Voting categories:

● Overall Game Design
● Theme interpretation
● Level of Polish
● Technical Quality
● Art Quality and Feeling


Răzvan Călin

● Game Design
● Game Designer @ Gameloft for the past 4 yrs
● Involved in multiple projects and genres:
○ Asphalt Injection
○ The Dark Knight Rises
○ Order and Chaos: Duels
○ Total Conquest

Radu Cristea

● Coder
● ~6yrs of professional game-development programming experience, specializing in gameplay and AI
● Past experience as an Ai Programmer at Avalanche Studios, Gameloft,

Cloud Quinot

● Concept Artist
● Currently works @ Gameloft
● Freelanced for Various Studios for 6 yrs
● Lead Artist @ Modiphius Ent.
● Dan Verssen Games
● Lock and Load Ent.
● Vapor Studio
● After Reset RPG


For group registration and billing please contact us at ioana [at]

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