
Bodhi Treadwell
Gameplay Programming
Spent seven years at a mid-sized studio working on combat systems and player mechanics. He's opinionated about code architecture and will challenge your design choices when they create maintenance nightmares.
Handcrafted botanical artistry bringing nature's elegance into your space
We're launching something we've been planning for months. Not a typical bootcamp—more like an extended conversation about building games that work, taught by people who've actually shipped titles and dealt with all the mess that comes with it.
Eight months feels long until you're in it. We start with fundamentals—not because we love theory, but because skipping foundations causes problems three months down the line when your physics system collapses under its own weight.
You'll work with Unity and Unreal, write more C# and C++ than you probably expect, and build four projects that progressively get more complex. The first one might feel trivial. The last one will test whether you've actually internalized what we've been teaching.
Classes run Tuesday and Thursday evenings, plus Saturday mornings. We keep cohorts small—twelve people maximum—because meaningful feedback requires actual attention, not automated responses or generic comments on your code.

We cover object-oriented principles, data structures, and algorithm basics. Some of this might feel academic, but when you're optimizing collision detection in month five, you'll understand why we spent time on Big O notation and spatial partitioning concepts.
Unity becomes your daily environment. You'll build a complete 2D platformer, learning component systems, sprite management, and how game loops actually function. We also introduce version control properly—merge conflicts are part of the learning experience.
Unreal Engine enters the picture. You'll work with materials, lighting systems, and basic shader programming. We also cover AI behavior trees and navigation meshes—the unglamorous stuff that makes games feel alive rather than mechanical.
You pitch a game concept, we provide feedback, and you spend eight weeks building it. This phase reveals whether you can scope projects realistically, manage technical debt, and actually finish something—skills that matter more than most tutorials acknowledge.
We brought together three developers who've worked on shipped titles and understand the gap between tutorial knowledge and production reality. They're not celebrities, just experienced practitioners willing to share what they've learned through trial and significant error.

Gameplay Programming
Spent seven years at a mid-sized studio working on combat systems and player mechanics. He's opinionated about code architecture and will challenge your design choices when they create maintenance nightmares.

Graphics and Rendering
Former technical artist who moved into graphics programming. She knows why your shader looks wrong and can explain render pipelines without making your brain hurt. Also maintains an unhealthy obsession with lighting setups.

Systems Design
Built multiplayer infrastructure and networking systems for several online games. He'll teach you about client-server architecture, latency compensation, and why your synchronization approach probably won't scale.