Training course · Windsurf · Game Development
Windsurf for Game Developers
Develop with the Windsurf AI IDE and its Cascade agent: flows, memories, rules, workflows and safe use across the team.
- Duration
- 2 days (14 hrs)
- Format
- Online or on-site
- Language
- German or English
- Participants
- open dates or exclusive for your team
- Certificate
- Certificate of attendance
Overview
This course connects Windsurf with the everyday processes of Game Development. Participants work on realistic scenarios and leave with prompts, workflows and checklists they can use straight away.
Windsurf is an AI-powered development environment built around its agent, Cascade. Cascade understands the structure of your project, follows your actions in the editor and terminal, and works with you according to the flow principle: you and the agent take turns on the same task without having to re-explain context over and over. In this two-day course you will learn how to use Cascade effectively for features, debugging and refactoring, and how to make the most of intelligent completion in your daily development work.
To keep results consistent across a team, you steer Cascade with global and workspace rules, rely on memories for lasting project knowledge and automate recurring procedures with workflows that run from a slash command. You will connect external tools through MCP, control how terminal commands are executed and decide which data Cascade is allowed to see. Finally, you will define rules for code review, security and data protection so that Windsurf can be used responsibly within your organisation and its existing processes.
Game development combines real-time performance, complex state logic and creative iteration like few other fields. AI coding assistants and agents help teams working in Unity, Unreal Engine and Godot prototype gameplay systems faster, automate editor tooling, write shaders, analyse performance bottlenecks and refactor long-lived codebases. Small indie teams gain time for game feel and content, while larger studios make tooling and pipelines more efficient. The domain also raises particular questions: frame budgets, garbage collection spikes, multiplayer synchronisation and the rights to generated content. In this course you learn to use AI purposefully within your engine workflow, from C# scripts in Unity and C++ and Blueprints in Unreal to GDScript in Godot, while keeping quality and playability firmly in view.
The course is delivered live – either online in a virtual classroom or on-site in our training rooms in Munich, Salzburg, Berlin, Augsburg, Hanover, Bremen, Stuttgart and Kaiserslautern. We can also run it exclusively for your team.
Who is this course for?
- Gameplay programmers working in Unity, Unreal Engine or Godot
- Indie developers and small studios
- Technical artists and tools programmers
- Engine and performance specialists
- Developers of serious games, simulations and interactive applications
Typical challenges we address
- Intense iteration pressure when prototyping new game mechanics
- Performance issues such as frame drops, memory spikes and long load times on target platforms
- Tightly coupled legacy gameplay code that makes extensions difficult
- Repetitive editor and pipeline tasks that eat into creative time
What you will be able to do
- You use Cascade productively in flow for features, debugging and refactoring.
- You steer Windsurf’s context precisely and keep sensitive content protected.
- You maintain memories and rules that reliably enforce your project conventions.
- You automate recurring procedures with workflows and connect external tools via MCP.
- Prototype game mechanics and editor tools much faster with AI while staying in control of the architecture.
- Analyse and optimise performance issues with AI support based on real profiler data.
- Apply AI agents in a way that suits Unity, Unreal Engine or Godot and understand the legal questions around generated content.
Course outline
Day 1
Module 1 Getting to know Windsurf and Cascade
- Installation, importing existing editor settings and basic configuration
- Cascade in code and chat mode: when the agent edits and when it only advises
- The flow principle: how Cascade takes your editor and terminal actions into account
- Intelligent completion and inline commands in everyday development
Module 2 Steering context
- Understanding codebase indexing and referencing relevant files or directories
- Bringing documentation, web sources and terminal output into context
- Excluding sensitive content from context with ignore files
- Structuring sessions and starting afresh when the topic changes
Module 3 Memories and rules for consistent results
- Reviewing and maintaining auto-generated and manually created memories
- Creating and versioning global and workspace rules
- Expressing architecture, style and testing guidelines as effective rules
- Activating rules selectively by file pattern or occasion
Module 4 Workflows and automation
- Defining recurring procedures as workflows and launching them via slash command
- Building workflows for release preparation, testing or code maintenance
- Connecting MCP servers for issue trackers, databases or internal services
- Controlling terminal command execution with allow and deny lists
Day 2
Module 5 Quality, review and governance
- Tracing Cascade’s changes, accepting them partially or reverting them
- Using a test-driven approach and preview features for verification
- Team settings, data protection options and handling of secrets
- Defining review processes and accountability for AI-generated code
Module 6 Practice lab: Game Development
- Prototyping gameplay mechanics
- Automating editor tools
- Developing shaders
- Analysing performance
- Refactoring gameplay code
- Implementing multiplayer logic
Module 7 Data protection, quality & transfer to daily work
- Unreleased games, engine source code and assets are valuable intellectual property: you learn to respect the licence terms of engines and AI services, clarify rights to generated code and content, understand platform rules on disclosing AI-generated material and process player data in line with the GDPR.
- Ground rules for safe AI use in your team
- Checking results: facts, sources, tests and the four-eyes principle
- Personal action plan for the next 30 days
- Open questions, outlook and resources for further learning
Practical scenarios from your field
Prototyping gameplay mechanics
Generate working scripts for movement, combat systems, inventories or dialogue systems from a game description, exposing parameters that designers can fine-tune directly in the editor.
Automating editor tools
Write custom editor windows, import scripts, asset and level validation and batch operations that reliably handle recurring tasks in Unity, Unreal or Godot. Asset errors surface earlier.
Developing shaders
Describe visual effects and have them implemented in HLSL, Shader Graph, Unreal materials or Godot shading language, with explanations of the maths and notes on mobile performance.
Analysing performance
Interpret profiler output, identify allocations in the update loop and expensive physics or rendering calls, and propose optimisations such as object pooling, batching or data-oriented design.
Refactoring gameplay code
Turn monolithic manager classes into component-based, event-driven structures, model state machines cleanly and add tests for gameplay-critical logic. Game feel is preserved while new features become easier to add.
Implementing multiplayer logic
Design network synchronisation, client-side prediction, authoritative server logic and remote procedure calls, analyse typical causes of desyncs and build anti-cheat considerations into input validation. Latency and packet loss can be simulated.
Possible hands-on projects
Level validator
An editor tool that checks scenes for missing colliders, wrong layers, unused assets and naming conventions and produces a report with clickable links.
Dialogue editor
A small tool that lets writers build branching dialogue visually and export it as JSON for the engine to load at runtime.
Playable mini prototype
A complete small prototype, such as an arena shooter or puzzle level, with controls, scoring and simple enemy behaviour. It helps validate game feel early.
Prerequisites
You program regularly in at least one language and are familiar with Git and a modern IDE. You have programming experience in C#, C++ or GDScript and have worked with a game engine such as Unity, Unreal Engine or Godot.
Technical requirements
Your own laptop with the Windsurf editor, Git and your usual toolchain installed; a Windsurf account with access to Cascade is required.
Data protection & compliance
Unreleased games, engine source code and assets are valuable intellectual property: you learn to respect the licence terms of engines and AI services, clarify rights to generated code and content, understand platform rules on disclosing AI-generated material and process player data in line with the GDPR.
Suggested dates
All dates are suggestions – your preferred date is always possible.
- Tue, 24 November 2026 – Wed, 25 November 2026 Online Request
- Thu, 3 December 2026 – Fri, 4 December 2026 Munich Request
- Thu, 10 December 2026 – Fri, 11 December 2026 Online Request
- Tue, 15 December 2026 – Wed, 16 December 2026 Stuttgart Request
- Mon, 18 January 2027 – Tue, 19 January 2027 Online Request
- Mon, 25 January 2027 – Tue, 26 January 2027 Berlin Request
Frequently asked questions
What does Windsurf mean by flows?
Flows describe the close collaboration between you and Cascade. The agent observes what you do in the editor and terminal and takes those actions into account in its next steps. As a result you do not have to keep explaining where you are, and you can move smoothly between doing the work yourself and delegating it to the agent.
How do memories, rules and workflows differ?
Memories store knowledge that Cascade has gathered while working or that you have explicitly recorded. Rules are guidelines you write that shape the agent’s behaviour permanently. Workflows are reusable sequences of steps for recurring tasks, launched with a slash command. Together they keep results consistent across the whole team.
Can I use Windsurf with my existing projects and languages?
Yes. Windsurf is language-agnostic and works with your existing toolchain, including build tools, package managers and test frameworks. Whether you work on back end, front end, data processing or infrastructure code, what matters is giving Cascade good rules and clear context. Each course variant adds the specific focus for your field.
Which engine is the course designed for?
The course is engine-agnostic and covers Unity with C#, Unreal Engine with C++ and Blueprints, and Godot with GDScript or C#. You can complete the exercises in your preferred engine. For each, we show how to provide project structure, engine APIs and conventions as context so the AI assistant delivers fitting solutions.
Can AI-generated code and content be used in commercial games?
For code this is generally possible, provided the AI service’s terms allow it and you plan for review and licence checks. For artwork, audio and text, the legal situation and individual storefronts’ disclosure requirements need attention. We give a practical overview in the course, though it does not replace legal advice.
How much does “Windsurf for Game Developers” cost?
The course costs a flat €949 plus VAT per participant – whether online or on-site. This includes 2 training day(s) with a live trainer, course materials, a lab environment and a certificate of attendance.
Can I suggest my own date?
Yes. Our suggested dates are just a guide. In the request form you can always describe your preferred date or period in free text – we check availability and confirm within one working day.
Is the course online or on-site?
Both are possible: live online in a virtual classroom or on-site in Munich, Salzburg, Berlin, Augsburg, Hanover, Bremen, Stuttgart or Kaiserslautern. We can also run the course exclusively for your team.
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