Creating a textbook for our game dev students
- roberthenning
- Sep 12
- 2 min read
When I first started learning Godot, I struggled to find good resources for complete beginners. The documentation is useful, and tutorials can be great for specific things, but nothing really laid out a structured path to learning both game development and Godot from the ground up. That gap inspired me to write the book I wished I had when I was starting out — something that could help anyone, anywhere, take their first steps into game development with confidence.

The book consists of 12 chapters, with each chapter averaging around 25 pages. On paper, my writing schedule looked simple: one chapter per month, which technically breaks down to just one page a day. But in practice, life doesn’t work that neatly! Most of the book was written in the evenings after work and on weekends, which often meant writing in big bursts instead of steady daily progress.

Once the first draft was complete, the real work began. Every chapter went through a technical review process, followed by about six months of revisions before the book was finally ready for publication on Amazon. Out of the whole journey, I found the technical review to be the most valuable part. It wasn’t just about fixing mistakes — I learned so much about alternative approaches to problem-solving, and I came away with skills and insights that I could immediately apply to my own projects. The book has received good reviews which show that it is meeting its intended purpose of being used as a teaching aid.


Writing this book has been one of the most challenging and rewarding projects I’ve ever taken on. I hope it not only teaches readers how to use Godot 4, but also gives them the motivation and foundation to create games of their own.
- Rob