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Best Godot 4 Courses for Beginners in 2025

Coding QuestsFebruary 12, 2026
godotbeginnercourses

Best Godot 4 Courses for Beginners in 2025

You've decided to learn Godot 4. Good choice. Now you need to figure out how to learn it — and the path you choose matters more than you'd think.

A random YouTube playlist will teach you random things. A structured course teaches you to build complete systems. The difference shows up three months in, when you try to build your own game and realize you have scattered knowledge instead of connected skills.

Here's what to look for in a Godot 4 course, and the best options available in 2025.

What Makes a Good Beginner Course

Before the recommendations, here's what separates useful courses from time-wasters:

It builds something complete. You should finish the course with a working system, not a half-built prototype. "Follow along and we'll figure it out" is a red flag.

It teaches patterns, not just steps. A good course explains why you're structuring code a certain way — not just "type this here." You should be able to apply what you learned to your own game afterward.

It uses Godot 4, not Godot 3. Godot 4 changed almost everything — the rendering pipeline, GDScript syntax, the physics system, the animation system. A Godot 3 course will teach you outdated patterns and deprecated APIs.

It's project-based. Reading documentation teaches you what functions exist. Building a project teaches you when and how to use them. Always choose project-based.

The Options

Official Godot Documentation

Price: Free Format: Text + code examples Best for: Reference, not learning

The official docs are good and getting better. The "Getting Started" section walks you through the basics, and the API reference is essential once you're building.

But documentation is a reference, not a teacher. It tells you what CharacterBody3D.move_and_slide() does — it doesn't teach you how to architect a player controller with state machines, animation blending, and input buffering.

Use the docs alongside a course, not instead of one.

YouTube Tutorials

Price: Free Format: Video Best for: Quick answers to specific questions

YouTube is excellent for "how do I do X in Godot" — short, focused tutorials on specific topics. Channels like Brackeys (who recently started covering Godot), GDQuest, and HeartBeast produce quality content.

The problem: YouTube teaches in isolation. You learn how to make a health bar, then how to make an inventory, then how to make an enemy — but each tutorial uses different project structures, naming conventions, and patterns. When you try to combine them in your own game, nothing fits together.

YouTube is great for supplementary learning. It's not great as your primary learning path.

GDQuest

Price: Free and paid tiers Format: Video + text Best for: Intermediate learners who want depth

GDQuest has been producing Godot content for years. Their free YouTube content is solid, and their paid courses go deeper into specific topics. They focus on clean code practices and Godot-specific patterns.

Good for learners who already understand basic programming and want to level up their Godot skills specifically.

Coding Quests

Price: Free tier (full course) + paid membership Format: Interactive web-based lessons Best for: Beginners who want a structured, gamified path

Full disclosure: this is us. But here's why we built it this way.

Coding Quests teaches Godot 4 through interactive, project-based courses. Each course builds a complete game system from scratch:

  • Inventory System (10 lessons, free) — Item data, UI, drag-and-drop, equipment slots
  • 3D Souls-Like Controller (19 lessons) — Movement, combat, camera, input buffering, state machines
  • State Machine AI (22 lessons) — Patrol, chase, attack, stagger, hierarchical states
  • Save & Load System (14 lessons) — File I/O, serialization, versioning, multiple slots
  • Stats & Leveling (8 lessons) — XP curves, stat allocation, level-up systems
  • Dialogue & Quests (16 lessons) — Dialogue trees, quest tracking, NPC interaction

What makes it different:

It's gamified. You earn XP, level up a character, choose a class, fight bosses, and track your progress on a skill tree. It sounds gimmicky, but it works — gamification keeps you coming back when motivation dips.

It's interactive. Lessons aren't just videos you watch passively. They include code challenges, interactive demos, and build steps where you construct the system piece by piece.

It's structured as a path. Courses build on each other. The inventory system teaches node patterns you'll use in the controller course. The controller course teaches state machines you'll expand in the AI course. Knowledge compounds instead of scattering.

The free tier is a full course. The Inventory System course (10 lessons) is completely free. No credit card, no trial timer. You can evaluate the teaching style before paying anything.

Udemy / Skillshare Courses

Price: $10–30 on sale (Udemy), subscription (Skillshare) Format: Video Best for: Learners who prefer long-form video

Several instructors offer Godot 4 courses on these platforms. Quality varies significantly. Look for courses with recent reviews (Godot 4 changes fast) and completed projects in the curriculum.

The advantage of Udemy is the Q&A section — you can ask the instructor questions and see what other students struggled with.

Recommended Learning Path

Here's what I'd recommend for someone starting from zero:

  1. Download Godot 4 and spend 30 minutes clicking around the editor. Open the demo projects. Don't try to build anything yet — just get comfortable with the interface.

  2. Read the "Getting Started" section of the official docs. Understand nodes, scenes, and signals at a conceptual level.

  3. Complete one full project-based course. Don't jump between courses. Finish one. The Coding Quests Inventory System course is free and teaches foundational patterns — or pick any course that builds a complete system.

  4. Build something of your own. Small. A single-screen game. Apply what you learned without following a tutorial. This is where real learning happens.

  5. Take a second course that builds on different skills. If your first course was UI-focused, try a movement/physics course next. Broaden your toolkit.

  6. Start your real project. You now have enough foundation to begin building the game you actually want to make. Use documentation and YouTube for specific questions as they come up.

The worst thing you can do is spend six months consuming tutorials without building anything original. Courses are maps — but you still have to walk the terrain yourself.