This blog was born from something I have wanted to do for a long time: create a space to document my studies in game development.
At the same time, I do not want this to be only a place for loose notes. The idea is to turn my studies into organized, useful, and accessible content. First for myself, but also for other people learning game development, especially with a focus on Unreal Engine, gameplay programming, C++, Blueprints, and systems architecture.
I will not pretend to have all the answers. Quite the opposite.
I want to use this space to record my learning process: studying, testing, making mistakes, refactoring, comparing solutions, and trying to explain what I am learning as clearly as possible.
If an article helps someone understand a concept better, avoid a common mistake, or see a problem from another angle, then the blog has already served an important purpose.
The problem with studying game development
Studying game development can be confusing.
There are many different areas involved: programming, design, art, audio, narrative, production, player experience, tools, engines, and several other layers that connect during the development of a project.
Even when the focus is only programming, there are still many possible paths.
In Unreal Engine, for example, a simple question can turn into several others:
- Should I do this in Blueprint or C++?
- Should this logic be in the
Character, thePlayerController, or a component? - When is it worth creating a reusable system?
- How do I avoid making a class too large?
- How do I organize input, UI, combat, attributes, and interactions?
- How do I turn a prototype into something more sustainable?
Many tutorials show how to make something work, but they do not always explain why that solution was chosen.
And that “why” is exactly what interests me most.
Making something work is important. But understanding the reasons behind a technical decision is what allows us to grow as developers.
My goal with the blog
The goal of this blog is to document my study process and my growth as a developer.
I want to create a space where I can organize concepts and reflect on the projects I am building.
This blog also works as an extension of my portfolio.
Beyond showing finished projects, I want to show how I think, how I solve problems, and how I structure systems. For someone who wants to work in game development, especially in gameplay programming, that process matters too. I want to be able to look back at my older ideas as I mature professionally.
The idea is to build this space with technical care and with the willingness to revisit ideas when I learn more about a subject. I will keep updating concepts I place here. I do not think I know everything, and I may be wrong about some things. If you notice something incorrect, please get in touch.
The type of content I want to build
My main focus will be game development, especially with Unreal Engine.
The topics I want to explore most are:
- gameplay programming;
- C++ inside Unreal Engine;
- Blueprints used in an organized way;
- systems architecture;
- gameplay with networking;
- audio for games;
- gameplay UI;
- reusable components;
- combat systems;
- Gameplay Ability System;
- AI for games;
- PCG;
- studies of my own projects;
- mistakes, refactors, and technical decisions.
I also want to write about books, courses, videos, and materials I am studying. Not only as summaries, but as reflections on what actually made sense to me and how it can be applied to real projects.
The idea is for the blog to be a mix of technical articles, devlogs, opinions, and applied studies.
Studying and publishing
An important part of this process is publishing what I am studying.
That does not mean I will publish anything without care. Learning is progressive, and I can clearly make mistakes with concepts I am still learning.
An article may represent my current understanding of a topic. Later, with more practice, I can return, correct, expand, or even change my opinion.
This process is valuable because learning is not made only of ready answers. Often, the most important part is understanding why a decision was made.
Why use this here?
Why move this logic?
Why create a component?
Why separate this gameplay rule?
Is this too coupled?
Why did this system become difficult to maintain?
These questions are more interesting than simply copying a solution.
When we study and publish, we also create a history of our own evolution. A text written today may not be perfect, but it shows one stage of the journey. Over time, that record helps us see how much we have progressed.
How I want to create valuable content
My intention is to create practical content that can still be valuable to other people.
Whenever I study a concept, implement a system, or face a problem in a project, I want to try to organize that learning into a publishable format.
That can become:
- a technical article;
- a devlog;
- a system analysis;
- a reflection on architecture;
- an annotated book summary;
- a YouTube video;
- a project page in the portfolio.
For example, if I am studying Unreal’s Gameplay Framework, I can turn that into an article explaining the responsibilities of classes such as GameMode, GameState, PlayerController, PlayerState, Pawn, and Character.
If I am creating a combat system, I can write about decisions such as component organization, input, animations, cooldowns, attributes, and player feedback.
If I realize that a solution turned out poorly, that can also become content.
Not every learning process needs to end with a perfect solution. Sometimes understanding why something became difficult to maintain is more useful than showing only the final working version.
What I hope to build with this
I hope to build a space that brings together my studies, projects, and reflections about game development.
I want this blog to help me study better, write better, and explain better what I am learning.
I also want it to show my process as a developer. Not only the final result of projects, but also the decisions, doubts, problems, and lessons that appear along the way.
Over time, I hope this space brings together:
- technical articles about Unreal Engine;
- studies about C++, Blueprints, and gameplay programming;
- devlogs from my projects;
- analyses of systems I am building;
- reflections on architecture and code organization;
- annotated summaries of books and study materials;
- videos and tutorials;
- detailed pages for the games I develop.
I want to build consistency.
Publish, review, improve, and keep studying.
