
What we’re about
Welcome to the Montréal Game Developers! MGD is a community for game developers, designers, and enthusiasts who are passionate about creating, playing, and discussing all things related to game development. Whether you are interested in traditional game development, indie game design, or mobile gaming, this group is for you. Join us for networking events, workshops, and discussions on the latest trends and technologies in the gaming industry. Let's connect, collaborate, and level up our game development skills together!
Upcoming events (4+)
See all- Pixel Art Fundamentals Catchup Week - Pixel Fashion 101 (Beginner Friendly!)Grande Bibliothèque - BAnQ, Montreal, QC
We're back at the usual time again!
IMPORTANT: The class will be held at room 2.130.1!
Please check this page every week to know where the next class is held!Requirements: Laptop with Aseprite (recommended) or Libresprite, or iPad with Pixsquare
https://www.aseprite.org (Paid, around $20)
https://github.com/LibreSprite/LibreSprite/releases/latest (Free and 90% identical to Aseprite. Download libresprite-development-[your OS].zip and extract. Open libresprite.exe from the folder)
https://www.pixquare.art/ (Paid, around $20, extended demo has all features but 2 canvases max)For laptop users, it is highly recommended that you also bring a mouse or drawing tablet!
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Summary:This week, we’ll be going over the basic techniques of pixel art: lines, shading techniques, dithering, colours, hue shifting, contrast, and readability. Our theme this time is clothing! We'll be drawing 16x16 clothing icons, and then dressing up a character in what we've drawn by the end. We'll also cover a bit of clothing design, and what looks good at low resolutions.
While the classes are designed so that you can join anytime, this is one of the best starting points for pixel art or illustration in general!
Take a look at our handy-dandy reference folder for a sneak peek of what you’ll be learning -> https://drive.google.com/drive/folders/1ttO9Pr0_VCft2R4YcHoqOwjljzzR2C-b
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Per the library's policy, the reserved room for this event can only be accessed when a minimum of 3 guests are present, so please be sure to arrive on time!
Slots limited. Please make sure you'll definitely be attending and update your RSVP if you can't make it. See you guys there!
*NOTE: This course is beginner friendly, and no prior art or pixel art experience is required.
>>> If any Artists would like to share their knowledge / expertise (Pixel Art, Inking, etc.), and would like to host for future Art Meetups please feel free to message Zach (Zichaelpath) or Cesar (CBJR) on Discord.
>>> Join our Discord! https://discord.gg/zKF6QHNJNU
- 2D Game Engine Development - Review (Online)Link visible for attendees
CLASS DESCRIPTION
Unfortunately there are no rooms available for an in-person class this weekend. Since I was planning to continue the "review" classes this week, I will instead invite you to post about your projects in the #game-engine-class channel on the discord (https://discord.gg/ARSXw6m6). I'll be available to answer questions, review code, and offer advice as normal. For anyone struggling with what to do, I would recommend trying to get an animated sprite working in your game/project, since I've yet to see anyone give it a real go.COURSE DESCRIPTION
Hey everyone, it's Massimo Gauthier, and I'll be hosting a course to pass on what I've learned in the past year and a half of making my own low-level 2D game engine.Working with your own custom game engine and tools can be extremely rewarding, creatively freeing, and will make you a much better programmer in general, so I highly recommend it to anyone with an interest in games programming.
This course is intended to help you get a jump-start on low-level programming, enabling you to get a simple game up and running in a matter of days, and your own proper engine (should you choose to pursue it) in a matter of months, rather than years. Even if you choose not to fully dedicate yourself to a custom engine, this course will give you a much better understanding of:
- Engine internals; what parts and systems game engines are made of
- Manual memory management and Data-Oriented coding practices
- How projects like these are compiled and built
- How to write organized and performant software (no matter what tools you use)
This course will be primarily aimed at those with some existing experience programming games in a third-party engine such as Unity, Unreal, Game Maker, etc. By this, I mean anyone who has hands-on experience with an existing game engine, as well as a good grasp of high-level programming basics (variables, conditionals, arrays, loops, functions, structs/classes). However, everyone is welcome, even total beginners, and I'll do my best to cater to whoever shows up. Since we've had a number of people already familiar with low-level languages show up looking to get into game development, I'll also do my best to touch on general game coding topics you might pick up working with an existing engine.
We will be mostly working with the Odin language and SDL2, since that's what I'm most familiar with, but the course will be focused on teaching general concepts that should apply to most systems programming languages (C, C++, Zig, etc.) and low-level frameworks (Raylib, glfw, SDL3, etc.). You are not required to have any knowledge or familiarity with low-level languages and frameworks to participate in this course.
Please bring your own laptop, with the following installed:
- Visual Studio 2022, with the “Desktop development with C++” package installed. Necessary for code compilation on Windows (if you're on Linux, you don't need this).
- The Odin compiler. You can get the latest release here: https://github.com/odin-lang/Odin/releases/tag/dev-2025-06.
- VSCode: For editing project files. If you have a different preferred IDE, feel free to use that. You can see which IDEs support the Odin LSP here: https://github.com/DanielGavin/ols?tab=readme-ov-file#clients
- Github Desktop: For tracking and backing up changes to your project(s). If you have a different preferred solution for source control, feel free to use that.
If you're struggling to install anything, don't worry, we can help you get up and running. However, for the sake of time, please at least make an attempt to get a "hello world" program working. You can find instructions on how to do so on Odin's overview page: https://odin-lang.org/docs/overview/
IF YOU DID NOT ATTEND THE INTRODUCTORY CLASSES I would highly recommend familiarizing yourself with the following resources before attending for the first time:
- The first class slides. These cover the basic theory and philosophy behind why one should build their own engine, as well as some fundamental low-level concepts: https://docs.google.com/presentation/d/1gfxF_gJYaTLY4c2dd9YdqwpTsejZPIDaBk_iZXGJejo/edit?usp=sharing
- The Odin website’s Overview page and FAQ. This is the best free resource for understanding the basic features of the language: https://odin-lang.org/docs/overview/
- Understanding the Odin Programming Language by Karl Zylinski. If you have 20$ to spare, this covers the basics of the language in a much more approachable and structured way compared to the overview page: https://odinbook.com/
- My Blog, specifically the posts covering how I wrote my own engine. This is aimed at non-programmers, but can be useful for gaining a high-level overview of what we’ll cover in this course: https://blog.massimogauthier.com/p/game-engine-dev-explained-for-non
- Core Dumped on YouTube. An excellent channel which can help you understand what actually goes on at a low-level and in hardware. Many of his videos are not immediately relevant to even low-level programming, but they can help give you an understanding as to why certain low-level practices exist: https://youtube.com/@coredumpped?si=bCOXZY0nKkQ4hhnH
- The example project from the third class: https://github.com/massim0g/engine-development-course
(Note that the course will not cover creating your own renderer or any sort of graphics programming outside of the very basics, but I may do so in a future course.)
- Drawing at the MuseumMusée des Beaux-Arts de Montréal, Montreal, QC
Drawing at the Museum
This class is Beginner / Intermediate level.
Hey everyone, this event is a class / outing. It will be for Sunday, August 3, 10:30 am at the MBAM (Musée des Beaux Arts de Montreal).
After presenting your ticket, we will meet at the museum cafe on the 2nd floor, which is to the right of the main entrance. Here I will give an overview of the "Block In" Technique used by Portrait Artists. This method is primarily used to measure proportions and block in your shadows. The overview and Q&A should be about 30 minutes.
At 11 am, we will move from floor to floor, spending no more than 15 minutes per subject, with 2-3 subjects / floor. The goal is to draw fairly accurate thumbnails (3x2 inches, in 2-3 tones) of the paintings or statues. I will shadow the group to give tips / suggestions or in case you have any questions.
To those who prefer to go lone wolf or go awol after the theory, please feel free to do so.
You will need to carry your supplies, so I recommend going light with just a sketchpad, pencil or pen, and eraser - whatever can fit in your pockets. If you have a big bag or backpack, you will be required to check them in at the lobby.
Admission is FREE on that day for Quebec residences (they may require you to show an ID / address), so be sure to choose the 0.00$ ticket, under "General Admission". You can also choose to pay or donate.
You will receive an email from MBAM, with an attached PDF (your ticket) with a QR code.
Present this QR code upon entry.
See you all there!You can reserve your tickets here:
https://www.mbam.qc.ca/en/tickets/Download these 2 images (Block In 01-02) as references for the class:
https://drive.google.com/drive/folders/101ue72rJ7K_o-n1ditqJZo7AgXO-JX2o?usp=drive_link