PVG Logo Program Video Games

Structured Game Programming

Finish the Games
You Keep Restarting

The System Stack—a method for structuring your games so they don't fall apart 2 weeks in.

Before PVG, I could only see the end result. After, I could see the intermediate states of the code—start from known quantities and add things I could already picture.

Raphaël Duchaîne

— Raphaël Duchaîne (duchainer.itch.io)

Join 150 Devs in Early Access—Save 30%
$497   $347  →

Save $150 vs. $497 launch price • 14-day no-questions refund

Get instant access to:

  • 10 Introduction lessons—designed to ease you into Structured Game Programming
  • 52 Metroidvania lessons—100% complete engine architecture
  • 42 RPG lessons—more coming every week (~80% complete)

Coming next:

  • Performance focused RTS Engine with custom map editor
  • Flexibility focused Roguelike engine using ECS

Over 20,000 games released on Steam in 2025. Fewer than 3% cracked 1,000 reviews.

It's easier than ever to make games—we have libraries, engines, and now AI.

But there's a trap most devs fall into: **The Week 2 Wall**.

The Week 2 Wall feels like this:

That's why I built Program Video Games. I shipped my first public playtest on Steam—and I skipped my own method partway through (I got too excited).

Now I'm rebuilding the whole engine for release—using the method properly this time.

The System Stack is what I use to layout the game's structure before writing code. No more 2 week restarts.

And once your game is structured, new features don't break the old ones.

150 gamedevs (like you) have already joined me to get past the Week 2 Wall. I'd love for you to give it a try.

Cheers,

Dylan Falconer

— Dylan Falconer

The Core Framework

Inside the Unidirectional Dependency Stack

Most code bases turn into an unmaintainable web of cross-dependencies. The System Stack enforces a strict, hierarchical blueprint based on low-coupling principles. Systems below never know about systems above them.

// RPG Module Plan: Higher modules read downward only
[Layer 5: Quest & Narrative] → Dialogue, Quest State, NPC Logic
[Layer 4: Mechanics Core] → Stats Engine, Combat Resolution, Inventory Tracking
[Layer 3: Simulation Core] → Entity Movement, World Collisions, Pathfinding / AI
[Layer 2: View Framework] → Render Effects, Screen Cameras, Shaders, UI Drawing
[Layer 1: Foundations] → Window Context, Hardware Input, Delta Time, Save/Load IO (Zero Dependencies)

Providing deterministic execution paths that stay stable way past Week 2.

What You'll Learn

  • System Stack—structure your game so it doesn't fall apart in 2 weeks, and you actually finish it.
  • Architecture Blueprints for 4 Distinct Genres—you'll learn what's different and what's the same between genres.
  • 4 Custom Engines Built Live from Scratch—The System Stack applied to 4 genres, so you can structure any game, not just copy mine.
  • No Black Box—understand every line, because nothing's hidden from you.
  • First-Principles—you'll understand the why, not just the how.

What You'll Get

  • 104 Lessons (100% Metroidvania, ~80% RPG)—get started straight away without getting stuck.
  • Text and Video—every lesson is in both video and text format. Search without scrubbing through videos.
  • Full Source Included—code you can steal, fork, or reference for years to come.
  • Weekly Calls—need help with something specific? Jump into a weekly call with me.
  • Community—get help from other gamedevs who are building from scratch.
  • Lifetime Access—no lockout. Something in life comes up? No problem. Come back when you want.

The Tools

  • Written in Odin—the language is modern and clean. It gets out of your way so you can focus on structure.
  • Uses Raylib—you can focus on Structured Game Programming, not setup-hell.

Why Trust Me?


Just by skimming through some of the lessons I got a great overview of the concepts and patterns used in games (like event buffers or command buffers for inter-system communication). It gave me the structural clarity to write my own custom 2D physics engine using generational IDs.

Stefan Partheym

— Stefan Partheym (github.com/stefanpartheym)

Questions You Might Have

Why not use an engine?

I'm not here to convince you not to use an engine—if using one does what you need, don't buy this course.

But if you've used one and still felt lost—like the engine is a black box and was making decisions you didn't understand—that's the problem this course fixes.

Engines hide structure from you. That's the trade you make: convenience now, no control later.

This course teaches you the structure the engine was hiding, so you actually understand what your game is doing.

Why Odin?

Odin probably won't get you a job—that's not why you're here.

Odin is simple. It gets out of the way so you can learn structure, not language trivia.

No fighting with linker errors, no debugging crazy macros, no long build times. You write code and see what it does.

And the structural thinking transfers. Learn how to think about structure, and you can do it in C, C++, Zig, or Rust—whatever you like. The method isn't about language.

I've bought courses and never finished. What's different?

Probably because the course taught you to build one specific thing, then left you stuck the moment you tried to build something on your own.

Tutorial hell is finishing the tutorial and not knowing how to start your own game.

This course is built differently. You're learning a method (the System Stack) you apply across 4 genres. By the end you can structure your game, not just copy mine.

Lifetime access means no clock. Weekly calls mean when you're stuck, you talk to me and get unstuck instead of abandoning the project.

I won't pretend you'll ship games if you don't put the work in. But you won't get stuck because you don't know where things go—and that's the wall most people quit at.


Break Through The 2-Week Wall Today

  • Early Access Price—save 30% or $150 by purchasing before the full launch date.
  • Flexible Refund Policy—not for you? No problem. Refund any time until 14 days after the full launch.