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[Intensive Challenge Season 4] Network Game Developer 5-Week Track

I aim to become a client developer capable of directly implementing network and server development—skills that are becoming increasingly important for client game developers—and to grow into a developer with a clear competitive edge in the job market.

Unity
Network
game-programming
socket-programming

113개 수업 학습

7회 미션 수행

라이브 4 회

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indiegamemaker님과 함께해요!

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Hello, I'm Jaehyun Lee.

I started teaching myself Unity with the dream of becoming an indie game developer, and from 2009 to 2012, I released about 10 mobile games as a solo developer. I published The Absolute Guide to Unity and conducted offline lectures. Through teaching, I realize every time that knowing something well is different from teaching it well. Based on these experiences, I am always striving to deliver my knowledge to you more effectively. và tiến hành các bài giảng trực tiếp. Trong quá trình giảng dạy, tôi luôn nhận ra rằng việc hiểu rõ kiến thức và việc truyền tải kiến thức tốt là hai điều hoàn toàn khác nhau. Dựa trên những kinh nghiệm này, tôi luôn nỗ lực để truyền đạt kiến thức của mình đến các bạn một cách hiệu quả nhất.

I hope this lecture serves as a great starting point for you and provides a small boost as you step into the enjoyable world of game development. ~


Key Teaching Experience

  • NC Soft Special Lecture

  • NHN Entertainment

  • Netmarble Game Academy

  • Fast Campus - Unity Camp 1st ~ 8th Batch

  • Team Sparta Online Tutor

  • T Academy

  • ETRI (Electronics and Telecommunications Research Institute)

  • KOCCA, GCA, SNIP

  • Special lectures at KAIST, Sogang University, Chung-Ang University, Hansung University, and Dankook University

Key Activities

  • Author of "Absolute Course! Unity" (Published in Japan and China)

  • Unity UNITE 2014 Session Special Lecture

  • Unity UNITE 2018 Hands-on Session Special Lecture

  • Unity Industry 2022 Hands-on Session Special Lecture

  • Served as a Unity Korea Official Master from the 2nd to the 5th term

     

 

More

We are providing Git & Github registration for those who have applied. If you complete the pre-learning before the challenge begins, you will be able to follow the classes more smoothly. Slack invitations will be sent out in bulk at 12:00 PM on the start date.

[Intensive Challenge Season 2] – Network Game Developer 5-Week Track

This challenge does not simply teach "how to make games with Unity."

The goal is to grow into a developer with a clear competitive edge in the job market by directly implementing networks and servers, which are becoming increasingly important for client game developers.

Final project goal: Network TPS game with 100 concurrent users (Fusion2)

Core Objectives of the [Intensive Challenge]

This challenge starts by targeting learners who are new to C# and Unity,

  • Basics of the C# language and structural thinking

  • Logic design skills through a console-based TextRPG

  • TCP/UDP network theory and practical socket programming

  • Implementation of a multi-client chat server that actually functions

  • Development of a UDP-based game server reflecting game server architecture

  • AWS EC2 deployment followed by Dedicated Server practice (UDP game server and Fusion2)

  • Real-time communication and RPC implementation with Unity clients

  • Finally, TPS game development based on Photon Fusion 2

I have structured it to connect everything into one consistent flow.

It is not just about using APIs at a simple level,

  • "why it works this way" and,

  • "How the server and client are separated and how they collaborate" is a process you will experience firsthand.

[Hardcore Challenge] Curriculum

0⃣ Pre-learning - Using Git & Github

Before diving into the full-scale challenge, you will first learn how to use Git and GitHub, which are essential skills for any developer. (Optional)

Through the pre-provided Git/GitHub lectures, you will understand version control concepts and manage all code used during the challenge yourself using Git. Additionally, you will practice how to share and structure code through GitHub.

This challenge does not end with simply writing code.

Growing into a collaborative developer through the experience of managing, recording, and sharing code is one of the important goals. We hope all participants become proficient in using Git through this process and further grow into developers capable of collaboration. (Free coupon provided)

Pre-distributed lecture (https://inf.run/CR6ur)

1⃣ Server learning designed from a client developer's perspective

This challenge is not a course for pure server developers.
It focuses on the server structure and network flow that Unity client developers must understand.

  • How is position/rotation synchronization handled?

  • How should RPC be designed to be scalable?

  • When should UDP be used, and when should TCP be used?

We aim for a level where you can explain "why it was implemented that way" in a real-world professional environment.

Implementation of UDP-based game server and test modules

2⃣ Not just 'copy-pasting code,' but a 'project that builds up'

Every step is expanded based on the results of the previous step.

  • State management learned in TextRPG → Server logic design

  • TCP chat server → Understanding multi-client processing structures

  • UDP server → naturally expands into game server architecture

  • Unity Client → Structural design separated from the server

As a result, a single growth history that can be explained through your portfolio will be completed.

Console-based TextRPG - C# Advanced Course

3⃣ Cultivating developers capable of taking on both client and server challenges

Another goal of this challenge is,

  • A developer who only knows how to use Unity

  • Network is an area that the engine takes care of automatically

breaking away from the mindset that

  • A client developer who understands network architecture

  • Developers who can also challenge junior server development positions

It serves as the foundation for growing into such a developer.

The example below is a Tank game where you engage in battles by connecting to a UDP game server you built yourself. You will experience the process of running your own server, playing the game, and analyzing logs. Additionally, you will try running your game server using AWS EC2.

C# UDP Game Server Integration Example (Implemented after extracting Tank and Map assets)

TCP Chat Server and Unity Client Implementation

Testing after AWS EC2 Dedicated Server deployment

4⃣ Aiming for Clean Code

When developing Unity clients, I always adhere to clean code and SOLID principles. A client developer's competence is determined by the quality of their code. When developing client modules, I present code according to the following principles.

  • Apply SOLID principles, identifying which parts the code violates and what the appropriate implementation should be.

  • Utilize essential design patterns. (Singleton, Strategy Pattern, Object Pool, Dependency Injection, ...)

  • Implement appropriate class design and utilize ScriptableObject


5⃣ A Fusion2 TPS game developed with a goal of 100 concurrent users

For the final curriculum, we have prepared a TPS game designed and developed with a goal of 100 concurrent users. If implemented using only the basic features of Fusion2, the network bandwidth and client CPU will crash.

Although Fusion2 itself is designed with a goal of 100 players, it is nearly impossible without utilizing the AOI feature. Therefore, we have prepared the following content utilizing network scaling techniques for 100 concurrent users.

  • Client-side Prediction

  • Lag Compensation

  • Utilizing Interest Management (AOI)

  • Adjusting Send Rate and Tick Rate

  • Synchronization Data Optimization

  • AWS EC2 Deployment and Testing

AOI for Network Traffic Optimization

Hitbox for Lag Compensation

Differential damage processing by body part using Hitboxes

[Total of 4 Live Special Lectures and 1:1 Individual Mentoring]

Live special lectures are held every Tuesday evening from 21:00 to 23:00 (2 hours). Over a total of four sessions, real-time lectures will be conducted, focusing on topics not covered in the challenge curriculum or areas that require supplementation.
(Optional participation; the day, time, and lecture topics are subject to change.)

  • The special lecture topics will be finalized on the challenge opening day.

  • Recordings will be provided so that you can review the material after the special lecture is completed.

  • Individual 1-on-1 video mentoring sessions are held once a week (30 minutes). This is available only to applicants and takes place after 21:00, with specific times coordinated through the Slack channel.

  • Individual mentoring sessions are conducted without any restrictions on the topic.


Weekly Video Mentoring

👤 Recommended for these people

  • Those who want to build a solid foundation in C# and Unity from the ground up

  • Those who feel that network game development is vaguely difficult

  • Those who want to have a differentiated competitive edge as a client developer

  • Those who are keeping the game server development role in their long-term sights

  • Those who want to become developers who can explain "why it was implemented this way"


"Beyond just being someone who makes games with Unity,

A course to create network game developers who can understand and explain server structures"

[Hardcore Challenge] A gift for those who complete the course

For participants who have completed the project to the end, we will provide a free coupon for the course "Absolute Course! Unity 6 - Developing a 2D RPG with Netcode". I believe gaining experience with a wider variety of commercial network engines is highly meaningful.

Netcode for GameObject Course

강사 프로필
LIVE

함께 소통할 수 있는 라이브가 예정되어 있어요!

04.28.Tu

PM 12:00

UGS 인증 및 CloudSave 활용 (Unity Gaming Service)

3월

29일

챌린지 시작일

2026년 3월 29일 PM 03:00

챌린지 종료일

2026년 4월 30일 PM 02:30

챌린지 커리큘럼

All

124 lectures ∙ (34hr 9min)

Course Materials:

Lecture resources
챌린지 전용 수업
Live

챌린지에서 배워요

  • Unity Client Development

  • Network Game Engine Development and Theory

  • TCP / UDP Communication Protocols

  • Utilizing the Photon Fusion 2 commercial engine

Recommended for
these people

Who is this course right for?

  • Developers who want to work with commercial network engines after learning network concepts.

  • A job seeker aiming to possess network development capabilities.

  • A prepared junior developer with a solid understanding of network concepts

  • A developer who wants to develop their own network game server

Need to know before starting?

  • C# Basics

  • Optional use of Claude Code Plus

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