Summary of "Learn Problem Solving (FREE Course, MOST VALUABLE skill)"

High-level summary

This is a practical, hands-on mini-course by Code Monkey focused on learning problem solving — the core skill behind building games, programs and systems. The course emphasizes how to think, debug and design systems rather than providing step‑by‑step tutorials for a single game. Active practice is required: pause the videos, open the companion Unity project, code, solve the included problems, and repeat to build skill. A free video version is substantial; a paid “premium” version expands exercises and adds live support and community bonuses.

Key lessons / concepts

Active practice is essential: pause the video, try the exercise, debug, fail, and iterate.

Methodologies / frameworks

1) Design problem‑solving framework — 4 steps

Used to design systems (e.g., health, movement, quest systems).

  1. Identify the problem
    • Clarify what you want the system to do at a high level (e.g., “health system” = represent and change hit points).
  2. Break it into core components
    • Decompose until you reach the smallest independent pieces (e.g., store current HP, damage, heal, min/max, death).
    • Don’t add non-core features; if a feature can be expressed by composing core components, leave it out for now.
  3. High‑level implementation (pseudo‑code / blueprint)
    • Decide which data and behaviors map to variables, functions, events, etc. (e.g., healthAmount, Damage(amount), Heal(amount), clamp between 0 and max).
    • Keep this language‑agnostic / pseudo‑code level.
  4. Implement details
    • Write real code (types, access modifiers, API exposure, events). Start private, expose only what other systems need; serialize fields for the Unity editor; add events to communicate changes (e.g., OnHealthChanged).
    • Test, then refactor (add getters, normalized health for UI, events, etc.) as new requirements appear.

2) Technical (bug) problem‑solving framework — 3 steps

Applied to runtime bugs and behavior problems.

  1. Identify the problem
    • Reproduce and describe the incorrect behavior (what you expect vs what happens).
  2. Locate the problem
    • Inspect the code path using:
      • Debug.Log (console logging) — preferred by the instructor; confirm code reaches points and inspect values.
      • Debugger / breakpoints (Visual Studio + Unity) — pause, inspect variables, step through functions.
    • Narrow down to the line or subsystem where behavior diverges (null refs, wrong math, wrong condition, wrong component, wrong physics type).
  3. Fix the problem
    • Apply the appropriate correction (change math sign, clamp values, cast ints to floats, attach missing component, use correct 2D vs 3D class, unsubscribe listeners, fix timer logic, etc.).
    • Re-test and consider whether a refactor or better design is needed.

Practical debugging checklist / common pitfalls

Course structure and companion project — how to use

Companion project:

Workflow for an exercise (recommended):

  1. In the video, pause when prompted and click Start Exercise in the companion project (unpacks files & loads the scene).
  2. Run the scene to reproduce the problem.
  3. Use logs or the debugger to locate the fault and attempt a fix.
  4. Use “Hint” if stuck; use “Show Solution” only if you cannot progress.
  5. When finished, click “Complete Exercise” — note: completing removes exercise files from the project, so back up your code if you want to keep your version.

Lecture types:

Study flow:

Course content (scenarios covered)

Short descriptions of covered scenarios:

Note: the premium course contains extended exercises — 200+ technical problems and 15 scenarios.

Practical examples highlighted

Instructor’s recommended tools / preferences

Premium course & community features

Premium includes:

Free version on YouTube is substantial, but premium provides the full set and live support.

Course philosophy & final reminders

Speakers / sources featured

Category ?

Educational


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