Building Mobile Game Architecture Since 2019
We started in a basement workshop in Fort Erie, testing engine builds on borrowed phones. Six years later, we're teaching hundreds of developers how to build games that actually work on real devices.
How We Got Here
Back in 2019, I was debugging memory leaks at 2 AM, watching crash reports pile up. My first mobile game tanked because I didn't understand texture compression. Most tutorials glossed over the hard parts—like why your game runs smooth in Unity but crawls on actual phones.
So we built something different. A program that starts with the messy reality of mobile constraints and works backward. Because knowing C# syntax doesn't help when you're trying to figure out why your game drains batteries in 40 minutes.
What Makes Our Approach Different
We focus on problems you'll actually face when shipping games to app stores. Not theory that sounds good in conference talks.
Real Device Testing
Students test on 15 different phone models—from budget Androids to flagships. You learn fast why a Samsung S23 and a Xiaomi Redmi need completely different optimization approaches.
Platform-Specific Builds
iOS and Android handle memory differently. We dig into platform quirks that make or break performance, including the stuff Apple and Google documentation barely mentions.
Architecture Patterns
Learn ECS, MVC, and modular designs by refactoring actual game code. See how architectural decisions made in week one affect your debugging sessions in month three.
Networking and Sync
Build multiplayer systems that handle packet loss, lag compensation, and the reality of spotty mobile connections. Test on actual Canadian and international networks.
Shader Optimization
Write custom shaders that don't melt phones. Understand GPU pipelines, draw calls, and why your beautiful effects tank frame rates on older devices.
Store Submission
Navigate App Store and Play Store requirements with developers who've shipped over 40 titles. Learn what actually gets apps rejected and how to fix it before submission.
Who Teaches Here
Our lead instructor, Kellan Forsythe, spent eight years shipping mobile games for studios in Toronto and Vancouver before moving back to Fort Erie. He's debugged Unity builds on over 200 device configurations and knows exactly which Android manufacturers cause the weirdest problems.
The teaching team includes network engineers who've built multiplayer systems for games with millions of users, shader specialists who've worked on console ports, and UI developers who understand touch input at a level most tutorials never reach.
We don't hire people based on academic credentials. Our instructors have shipped games, dealt with production crises, and fixed the kind of bugs that only show up after your game goes live. They teach what they actually use in their work.
How We've Grown
From weekend workshops to full programs, we've focused on one thing: helping developers build games that perform well on real mobile devices.
Started Teaching Locally
Ran the first mobile optimization workshop for twelve developers in Fort Erie. Focused on profiling tools and common performance mistakes.
Launched Architecture Program
Expanded into full curriculum covering design patterns, networking, and platform-specific optimization. Moved to online format to reach developers across Canada.
Built Device Testing Lab
Invested in hardware collection spanning Android versions 8 through 14, various iOS devices, and different chip architectures. Students now test on the same variety of devices their users actually own.
Extended Advanced Topics
Added specialized modules on ECS implementation, advanced shader programming, and backend architecture for live-service games. Our autumn 2025 cohort starts September 8th.
What We Believe
These principles guide how we teach and what we prioritize in our curriculum.
Performance Matters More Than Features
A game that runs at 60fps with fewer features beats a laggy game with more content. We teach developers to prioritize optimization from day one, not as an afterthought before shipping.
Test on Real Devices Early
The Unity editor lies. Simulators lie. Only testing on actual phones reveals the truth about how your game performs. Students start device testing in week two, not month six.
Architecture Prevents Future Problems
Good architecture might feel like extra work initially, but it saves weeks of debugging later. We focus on patterns that scale as games grow more complex.
Documentation Teaches Better Than Lectures
Reading Unity docs, platform guides, and engine source code builds problem-solving skills. We point students to documentation frequently and teach them how to extract useful information from technical resources.