Yeah, I have to agree with a few others, just not really interested in Unity at all after the UnrealCourse. After taking the time to just begin learning C++, it seems silly to abandon it and go over to C# so soon instead of build upon what I learned here. This course has been, as far as I could find, the best C++ learning resource for a new programmer or artist, I really hope there are plans to continue it at some point in the future.
As for my thoughts on the individual offerings,
Learn to Code by Making Games: If it’s a continuation of the UnrealCourse, I can watch your Unreal content all day. But, as I said, I don’t want to take on too much at once, jumping to another engine and programming language entirely so soon after learning it seems like a mistake from an educational point of view.
Game Engine Architecture & System Master: Again, if it’s in Unreal, I would love this. We’ve worked with relatively small C++ projects so far, but Unreal 4 itself is a monolithic, seemingly insurmountable mountain of code. It would be very valuable having an introduction on how to start picking something that complex apart and actually work with it.
The Complete Game Technical Art Programmer: Not too interested in Blender or Python, partly because I already know Maya and Python from my 3d art background, but one thing I’ve always wanted to learn was HLSL/shader code, I could see myself getting this course for that alone if it’s included.
The Complete 3D Game Artist and The Complete 2D Game Artist: Of all the things on the list, this seems like the most unnecessary. Good, easy to understand 3D and 2D learning resources on the internet are a dime a dozen, it’s going to be competing with things like the Gnomon Workshop, Lynda, and DigitalTutors/Pluralsight. I feel like you have a great direction with the other ideas for the most part, filling in an area that’s sorely lacking for easy to understand learning resources, it makes adding to the already massive pile of content for 3D/2D art seem like your time could be better spent elsewhere.
The Complete Game Audio Artist: To the contrary however, outside of a school for music theory or sound, music/SFX is still a largely self taught area if you’re learning alone. The only thing to be careful of is to avoid making it another “Here’s how to do a drumroll in FL Studio” tutorial that are on Youtube by the thousands, maybe go into other types of music that you might need for the game.
Personal Development for Indies: While it’s an important topic, at least from the description it doesn’t really seem like this deserves its own 60 hour long dedicated class. However, if you do want to cover it, I would move Shipping into the “The Business of Marketing Indie Games” class, it seems to fit that better and could tie in nicely with things like marketing and funding.
The Complete Game Designer: Giving something like level design more or less its own class is great. There are some level design learning resources out there, but it’s still fairly unpopulated, so I could easily see where this would fit.
The Business of Marketing Indie Games: I see nothing wrong with this, I actually want to see it expanded. Maybe try to include some things like Greenlight, pitching the game to a publisher, shipping, and early funding to cover the cost of software licences.