This book is a work in progress as I convert an unpublished tutorial I wrote on deferred shading using openGL in D programming language, into GLES20 on Android. While the target is specifically those wishing to develop GLES20 Android apps, the content is mostly openGL and demonstrates a way to structure a game engine. Furthermore, with the exception of the rendering window and events the code provided can be easily assimilated in non-Android environments, and I provide a link to earlier tutorials in Java and C# that provide the rendering window and events mechanisms in a manner that is more or less seamless with the engine described in this book. Because the book is a work in progress it is being presented in installments. With each installment the price will increase. If you purchase an early version for the low price you are entitled to all the updated installments without further charge. Please see the Table of Contents and/or the Introduction to the book to see what is currently covered.