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[Rookiss AI Creative GameDev] Unity Game Launch and Monetization Series Using Generative AI #2nd Batch - Hyper-Casual Runner Game (4 Weeks/Zero Capital/No Experience)

Prepare for the future through AI game development! This is a practical bootcamp where you can challenge all fields, including [Planning/Art/Programming], using AI from zero base to release a Unity-based game.

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C#
Unity
AI

45개 수업 학습

3회 미션 수행

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Courses

Education

- Completed Condorcet Prépa MPSI (France)
- Bachelor of Software Engineering, Tsinghua University (China)
- Master of Information Security, Korea University Graduate School (Korea)

Experience

- Former Krafton (TERA Server Team)
- Former NCSOFT (Blade&Soul2 Content Programming Team)

Areas of Interest

- Reversing and vulnerability analysis
- MMORPG game development (C++, C#)
- Foreign languages (English, French, Chinese, Japanese)

Introduction

I started game development out of pure curiosity to study hacking...
and as time passed, I have somehow become a 10th-year game developer.
"When will I ever finish making a game at this rate?"
Starting from basic syntax that makes you sigh,
to gradually building my own game world.
And the sense of pride when seeing many players connect to that world.
The more I study, the more I find myself unable to escape the charm of MMORPGs.
I hope you can feel the same excitement that I felt.

 

More

AI is not the 'future' of the game industry, but the 'present'

'Uncover the Smoking Gun' by ReLU Games under KRAFTON

An innovative example where AI technology is utilized throughout the entire game development process, enabling faster and more creative gameplay experiences.


Bilibili's 'Escape from Duckov'
An innovative case of game production by a small team using AI technology (1-2 art staff)

A world in chaos 

An era where anyone can create products with the help of AI.
The gap between individuals and companies is narrowing,
and as companies become extremely reluctant to hire,
employment may no longer be guaranteed in the future.


Shift in thinking

But if anyone can create products through AI,
is there really a reason to go to a company?
If you can earn enough money outside of a company,
your options will expand, and true freedom in life will finally arrive.


- University students worried about not being able to find a job.
- Job seekers in their 30s worried about employment due to their age.
- Office workers who are currently employed but worried about life after retirement.
- FIRE movement followers who want to achieve financial freedom through side projects.


Beyond that, anyone without exception should take an interest in the AI craze and start creating their own products.

For the orientation of this course, please refer to the following free lectures.
[Rookiss Live Seminar] Talent Profiles and Study Strategies for the Game Industry in the AI Era
🔗 https://inf.run/2oXm9

[Rookiss Live Seminar] Content Development Pipelines Changing Due to Generative AI
🔗 https://inf.run/KwdbU

*The curriculum is not 100% finalized and some content may be subject to change.

If you can create an entire game with AI, an unbelievable strategy of churning out games like a factory becomes possible.

Famous game companies have a minimum quality standard they must maintain to save face,
but indie game developers have no such constraints.
While large corporations try to decide on a game first and then use AI to help build it,
we take the opposite approach by deciding on a game based on the current level of AI development and challenging ourselves to monetize it.

In a way, the AI era might actually be a more advantageous situation for indie game developers.

Key Features of This Challenge

✔️ A curriculum focused on
releasing a game, rather than studying specific fields like coding or art.

✔️ Develop by utilizing AI
in every possible process.

✔️ Focus on developing games that are guaranteed to be
monetizable.

✔️ Select games that can be created
based on the current level of AI development.


Since AI does everything anyway,
how is this different from taking on the challenge alone?

However, no matter how much you utilize AI, releasing a game as a solo developer
requires knowledge in various fields such as business, planning, art, and technology.
If you lack knowledge in even one area, it is difficult to conclude how to utilize AI to actually release a game.


However, trying to study every field yourself is a
huge waste of time, as there are no books or lectures that cover exactly what you need without unnecessary depth.

Therefore, Rookiss will serve as your guide for solo launching in this challenge.
Design your future according to the game genres and directions personally selected by Rookiss!


A new paradigm for AX monetization

There are many lectures covering monetization through AX, but
most show the process of turning an idea into a product.
However, products that anyone can create in the exact same way have already lost their commercial value.
Then, what should you do to create "your own product"?

During the challenge, Rookiss will produce a game sample based on AI,
and students will be guided to modify the ideas, concepts, and resources of the sample game created in the challenge lecture,
ensuring they release their own original game without fail.

This challenge is neither a lecture for "learning a specific technology" nor is it a lecture for "creating a portfolio."
"Sharing a vision and tutoring for solo game development and release"
is a more accurate description.

AI tools are evolving at an incredibly rapid pace, with new ones emerging every month.
Relying on just one specific tool is difficult because each has its own pros and cons depending on the genre or field,
and it consumes too much time and resources for an individual to pay for and test every single tool.
Even if you study them all, another new AI tool will likely appear a month later, making it hard to keep up.

Since Rookiss operates as a team of five or more, we
pay for and test every tool,
and select the most suitable AI tools for developing that specific genre at the current moment
to conduct our lectures.
We structure the curriculum so that development is possible using only one or two tools by the time the actual challenge begins,
minimizing the burden of tool subscription costs.




Feature 3: Harmony between AX and Theory

Since AI does all the work, does that mean humans no longer need to study?
Not at all! In fact, it's quite the opposite.


Since AI only performs the tasks it is assigned, what you ask it to do is crucial.
And to provide wise direction, it is essential for a human to have a thorough understanding of all concepts.
A defining characteristic of the AI era is that the productivity of a single outstanding senior has increased 100-fold,
and this is precisely why entry-level hiring is stagnant these days.

As projects grow larger, the probability of AI making mistakes also increases.
Therefore, humans must now act not as workers, but as supervisors who provide the final confirmation of the AI's output.
However, while in the past one could join a company as a junior and aim for steady growth,
that ladder has now disappeared in this rapidly changing AI society.
- [1] AI handles all development.
- [2] Consequently, juniors cannot find jobs.
- [3] As a result, the motivation to learn decreases.
- [4] It is a natural trend that people are moving away from the basics and becoming 'fools.'

AI does everything, so juniors aren't needed; yet conversely, to utilize AI well,
a paradox arises where humans must reach an advanced level in the long term.
Therefore, the long-term direction of Rookiss AI Creative GameDev is
to capture both the present (launch) and the future (skill) simultaneously.

Accordingly, starting from the 2nd cohort, the challenge lecture method will proceed on two tracks.
- Main Quest: Proceed with AX 'clicks,' focusing solely on product creation. (Live)
- Sub Quest: Parallel theoretical study to deeply understand all knowledge and technology derived from it. (Recorded)

In the short term, we will use AX to create products, but
we will thoroughly analyze the principles without overlooking a single thing produced by the AI,
ensuring both product creation and skill improvement at the same time.

If you plan to make games only as a hobby and aren't curious about the principles,
you can still create a game just by following the Main Quests.
However, if you want to make more advanced games in the long run and are considering a career in the field,
I strongly recommend following the Sub Quests to ensure you understand the underlying principles.

Planning

Even if you lack confidence because your ideas don't feel original,
now AI can creatively suggest ideas just by giving it a topic.

Art

If you were frustrated because you have no talent for design and the quality of assets purchased from the asset store was mediocre,
now you can extract assets in the form you want to your liking using AI prompts.

Programming

Even if you haven't studied for long and struggle with application,
now you can simply analyze and modify the code generated by AI.

The core of the AI era is <not studying to take on a challenge, but studying while taking on a challenge>.


Our first goal is
"1 Month = 1 Game Release".

To maximize long-term learning and growth,
we do not use the same genre or technology twice.


The Rookiss team will take the lead by example.


I will prove that we are in an era where releasing sample games made from lecture content and
releasing and monetizing solo games using AI technology is
entirely possible.
Please follow along on this journey and take on the challenge with me!


Second,
learn the entire game development process, release it, and monetize it.


Business - Planning - Art - Programming - QA

The goal is to study all fields evenly to generate game revenue
and achieve economic independence.


We will proceed in all fields with the help of AI,
cultivating the ability to launch games with zero capital in the long term.

We will work ahead and guide you through everything, from game development to the tedious process of obtaining a business registration and registering on the App Store.

🗓 Live Schedule

  • November 30 (Sun) – December 25 (Wed)
    Main Quest (Mandatory): Every Sunday 20:00–23:00 (Total of 4 sessions, 3 hours per session, 12 hours total)
    - Content covered in previous Live sessions will not be repeated.
    - Recordings will be uploaded immediately after the live session.


  • Sub Quest (Optional Participation):Every Mon/Tue/Wed/Thu 20:00~22:00 (Total 16 sessions, 2 hours per session, 32 hours total)


    • We will go through everything from Unity basics to framework production.

    • We will explore basic concepts such as shaders and Blender.


📍Live Location

  • Discord Channel


<Recruitment Schedule>

A new cohort starts on the last Sunday of every month.


<Discount Policy>
The tuition fee is based on 660,000 KRW (VAT included) per month,
and discount coupons are issued regularly to reduce the burden.
- 30% Sale: Applied according to the Inflearn open discount policy
- 40% Sale: Coupons issued to students of previous sessions
- 50% Sale: Coupons issued to outstanding students who completed missions in previous sessions

<Topic Selection>

The topic selected for this term is Hyper-casual: Runner Game.


The reasons are as follows.

[1] The games are simple yet addictive, with a massive global market.
[2] It is well-suited for utilizing 3D assets generated by AI.
[3] A concept/asset replacement strategy is possible.

Business - Planning - Art - Programming - QA We have determined that this is the most suitable genre to experience the AI-based launch cycle
without any burden!


What is Hyper-casual?

  • It is a mobile game genre with very simple controls and short play times.

  • It is designed so that anyone can understand and enjoy it immediately, which is why it is also called a “game that doesn't need a tutorial.”

Those 'exact' games you saw in the ads! Shall we make them together?

Tall Man Run by SuperSonic

Is it too ordinary?
But you can create a completely different game just by changing the concept and assets!
And those assets will be extracted using AI.
Let's actually research various concept cases from a business perspective and take on the challenge of creating new games!

Sandwich Runner by Dwango

11월

30일

챌린지 시작일

2025년 11월 30일 AM 11:00

챌린지 종료일

2025년 12월 27일 PM 02:00

챌린지 커리큘럼

All

48 lectures ∙ (39hr 16min)

Course Materials:

Lecture resources
챌린지 전용 수업

챌린지에서 배워요

  • Understanding game development roles (Planning/Programming/Art)

  • Unity/Unreal game release

  • Side hustles/Monetization through gaming

Recommended for
these people

Who is this course right for?

  • Those who are new to game development

  • Those who dream of monetizing through games

Reviews

All

8 reviews

5.0

8 reviews

  • gt425m님의 프로필 이미지
    gt425m

    Reviews 55

    Average Rating 5.0

    5

    47% enrolled

    The lecture pace is a bit fast, but you taught it in an easy and fun way, so even though I knew nothing about Unity, I was able to learn it to some extent.

    • rnghd6126님의 프로필 이미지
      rnghd6126

      Reviews 10

      Average Rating 5.0

      Edited

      5

      100% enrolled

      I was a bit slow to follow along because the code parts and the framework building process were difficult, but I eventually watched it all through the video. It was a really helpful lecture.

      • seukmeh0690님의 프로필 이미지
        seukmeh0690

        Reviews 5

        Average Rating 5.0

        5

        31% enrolled

        • maultasche님의 프로필 이미지
          maultasche

          Reviews 3

          Average Rating 5.0

          5

          50% enrolled

          • performeru4176님의 프로필 이미지
            performeru4176

            Reviews 1

            Average Rating 5.0

            5

            57% enrolled

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