diff --git a/content/docs/learning-guide/_index.md b/content/docs/learning-guide/_index.md
index 4c664de4bd2..8ff6963859b 100644
--- a/content/docs/learning-guide/_index.md
+++ b/content/docs/learning-guide/_index.md
@@ -13,10 +13,9 @@ This guide contains video tutorials, written step-by-step tutorials, and sample
| Section | Description |
| - | - |
-| [Create your first O3DE game: Pong](tutorials/first-project/) | Start from a new O3DE project and build your first game: Pong! What's "Pong"? Two paddles square off, in a ball-based battle to land the highest score. This tutorial series will introduce you to basic game UI development, scripting, and controls in O3DE. |
| [Video Tutorials](#video-tutorials) | These video tutorials cover all the topics you need to get started, including an overview of O3DE, instructions on installing O3DE, building O3DE from source, and creating projects. It also introduces important features and key systems such as the Editor, the modular Gem system, networking, the visual scripting environment, and O3DE's integrated renderer, Atom. |
| [Tutorials](tutorials) | These written tutorials are grouped by concept and focus on specific features, tools, and processes. |
-| [Sample Documentation](samples) | These topics cover sample projects and sample Gems available for O3DE. |
+| [Samples](samples) | These topics cover sample projects and sample Gems available for O3DE. |
## Video Tutorials
diff --git a/content/docs/learning-guide/samples/_index.md b/content/docs/learning-guide/samples/_index.md
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--- a/content/docs/learning-guide/samples/_index.md
+++ b/content/docs/learning-guide/samples/_index.md
@@ -7,8 +7,12 @@ weight: 300
To help you on your journey with **Open 3D Engine (O3DE)**, we offer samples that demonstrate fully self-contained O3DE projects, levels, or Gems that are meant to be used as starting points or playgrounds for experimentation.
-## Available samples
-
-| Sample | Description |
-| - | - |
-| [Kythera City Demo Level](ai/kythera-city-level-overview) | Overview of the Kythera AI demo level "Kythera City", included with the [Kythera AI](/docs/user-guide/gems/reference/kythera-ai) Gem. |
+| | Type | Description |
+| - | - | - |
+| {{< icon "trackview-editor.svg" >}} | [Follow Along](follow-along) | Basic samples with a video playlist to create them step by step |
+| {{< icon "animation-editor.svg" >}} | [Templates](templates) | Gameplay templates to use as a quick start |
+| {{< icon "play.svg" >}} | [Prototypes](prototypes) | Games prototypes used as a proof of concept |
+| {{< icon "camera.svg" >}} | [Benchmark](benchmark) | Benchmarking project used to stress test the renderer |
+| {{< icon "grid.svg" >}} | [Feature Showcase](feature-showcase) | In-Depth showcase of an engine feature |
+| {{< icon "material-canvas.svg" >}} | [Advanced](advanced) | Advanced game projects with various mechanics and large world |
+| {{< icon "simulate-physics.svg" >}} | [Robotic](robotic) | Robotic simulation projects |
diff --git a/content/docs/learning-guide/samples/advanced/_index.md b/content/docs/learning-guide/samples/advanced/_index.md
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+---
+linktitle: Advanced
+title: Advanced
+description: Advanced O3DE games.
+weight: 600
+---
+
+Advanced projects are made and maintained over a long period of times. They are used to showcase how O3DE handles a large number of entities and the workflow for big projects.
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Multiplayer Sample](https://github.com/o3de/o3de-multiplayersample) | Third-person multiplayer game where robots battle one another for dominance in an under construction, multi-tiered starbase | O3DE **23.10.3**. April 28, 2024 |
diff --git a/content/docs/learning-guide/samples/ai/kythera-city-level-overview.md b/content/docs/learning-guide/samples/ai/kythera-city-level-overview.md
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+++ /dev/null
@@ -1,218 +0,0 @@
----
-linkTitle: Kythera City Level Overview
-title: Kythera City Level Overview
-description: Overview of the AI demo level "Kythera City"
-weight: 100
----
-
-![A ship navigates Kythera City in 3D](/images/learning-guide/tutorials/ai/kythera-city-ship.png)
-
-The `KytheraCity` level demonstrates basic setup examples for several features of the **Kythera AI** Gem in **Open 3D Engine (O3DE)** [Developer Preview]. These features include:
-
-* [2D navmesh generation](/docs/user-guide/gems/reference/kythera-ai/navmesh-generation) and customizability
-* [3D octree generation](/docs/user-guide/gems/reference/kythera-ai/octree-generation) and customizability
-* The [**Kythera AI Inspector**](/docs/user-guide/gems/reference/kythera-ai/introduction-to-the-inspector) tool, which includes:
- * [Behavior tree editing](/docs/user-guide/gems/reference/kythera-ai/behavior-tree-editor)
- * Debug drawing
-* 2D pathfinding
-* 3D pathfinding
-* [3D splines](/docs/user-guide/gems/reference/kythera-ai/navigation-splines-tool) and orientation
-
-## Kythera actors
-
-When you open the level, note first that the level actors are split into prefabs.
-This document provides an overview of the entities and actors within `KytheraActors.prefab`.
-
-![Actors dialog](/images/learning-guide/tutorials/ai/kythera-city-actors.png)
-
-`KytheraActors_City.prefab` is located in the `KytheraAIDemo/Prefabs` folder and must be saved manually. To save it, right-click on the shaded part of the prefab in the Entity Outliner, and then click **Save prefab to file**.
-
-`KytheraActors_City` is split into three parent entities that serve as a container to keep entities organized:
-
-* Generation
- * Contains the `Navmesh Bounds` entity
- * Contains the `3DOctree` entity
-* 2D Actors
- * Contains `Robot.prefab`s for 2D navigation
-* 3D Actors
- * Contains three more parent entities:
- * 3D POIs (points of interest)
- * 3D ships
- * KytSpaceship
- * KytSpaceship_Splines
- * KytDrone_Splines
- * 3D Splines
- * Contains Kyt_Spline(s)
-
-
-## 2D navmesh generation and customizability
-
-When you open the level for the first time, you will need to regenerate and save the navmesh before you can simulate the AI.
-
-To regenerate and debug the navmesh:
-
-* In the Kythera Toolbar, set the navmesh select to `Basic`
- ![Navmesh select](/images/learning-guide/tutorials/ai/kythera-city-navmesh-basic.png)
-* To generate the navmesh, click the **Regenerate Navmesh** icon in the Kythera Toolbar
- ![Generating the navmesh](/images/learning-guide/tutorials/ai/kythera-city-navmesh-generate.png)
-* Then save the navmesh to a file using the **Save** icon in the Kythera Toolbar
- ![Saving the navmesh](/images/learning-guide/tutorials/ai/kythera-city-navmesh-save.png)
-
-The NavMesh Bounds component comes with a `Polygon Prism Shape` component when you first add it, to help you scale the shape to your level's requirements in edit mode.
-
-![Entity Inspector showing NavMesh Bounds component](/images/learning-guide/tutorials/ai/kythera-city-navmesh-bounds-dialog.png)
-
-* Click and drag the red points to move them
-* Ctrl+Click on the line to add new points
-_(Ctrl+Click on the red points after previously selecting another point to select multiple points at once)._
-
-The navmesh name we're using in this level is `Default`, and the properties and parameters of the navmesh can be found and modified in `KytheraAIDemo/Scripts/navmesh.xml`.
-
-![The Polygon Prism Shape component](/images/learning-guide/tutorials/ai/kythera-city-navmesh-bounds.png)
-
-`Navmesh.xml` is customized to be consistent with the `Robot.prefab` (`KytRobot`) entity that contains the
-PhysX character controller for accurate obstacle avoidance and slope transitioning.
-
-![Customizing the navmesh](/images/learning-guide/tutorials/ai/kythera-city-navmesh-customize.png)
-
-```xml
-1.720000
-0.750000
-60.000000
-0.600000
-```
-
-* `AgentHeight` = Capsule height
-* `AgentMaxClimb` = Step height
-* `AgentMaxSlope` = Maximum slope angle
-* `AgentRadius` = Capsule radius
-
-## 3D octree generation & customizability
-
-Like the `Navmesh Bounds` component, the `Octree` component comes with a `Polygon Prism Shape` component.
-
-![Octree component configuration](/images/learning-guide/tutorials/ai/kythera-city-octree-dialog.png)
-
-The `3DOctree` entity's `Octree component` is configured for accuracy at the cost of some performance, using a small cell size to represent the complex geometry of the level.
-
-![Octree debug draw](/images/learning-guide/tutorials/ai/kythera-city-octree.png)
-
-* To generate the octree use the **Generate Octree** icon on the Kythera AI Toolbar,
- then make sure to save the octree using the **Save Octree** button
- ![Regenerate Octree toolbar icon](/images/learning-guide/tutorials/ai/kythera-city-octree-regenerate.png)
-* To show debug draw for the Octree, enter the following commands in the O3DE console:
- * `kyt_drawmaster 1`
- * `kyt_drawnavoctree 2`
-
-
-![Enabling octree debug draw in the O3DE console](/images/learning-guide/tutorials/ai/kythera-city-octree-console.png)
-
-## Kythera AI Inspector tool (behavior trees and debug draw)
-
-The [Kythera AI Inspector](/docs/user-guide/gems/reference/kythera-ai/introduction-to-the-inspector) is a web-based tool that allows you to author behavior trees (BTs) and access advanced debug draw features. To launch the Kythera AI Inspector, click on the **Launch Inspector** icon in the Kythera Toolbar.
-
-By default, the Inspector will show the blackboard view, where you can debug existing blackboard values, and enable or disable the debug draw options.
-
-![The blackboard view in the Kythera AI Inspector](/images/learning-guide/tutorials/ai/kythera-city-inspector-bbview.png)
-
-To enable debug draw, expand Console Variables or drag it to the side to create a new tab.
-Set console variable `Draw Master` to 1 and collapse console variables.
-
-Expand `debug options`, here you can disable/enable various specific debug draw features.
-
-To view the behavior trees, click on BT Editor at the top of the page and select a behavior tree name to edit.
-Make sure that the game or **O3DE Editor** isn't playing or simulating while editing the behavior trees.
-
-![The BT Editor in the Kythera AI Inspector](/images/learning-guide/tutorials/ai/kythera-city-inspector-bteditor.png)
-
-Alternatively, you can view the behavior in live mode, go to:
-
-1. In the top menu bar choose the `Live` tab, then the `Behavior trees` tab below it
-2. Simulate or play the level in O3DE Editor. The Inspector shows `Kythera is active`.
-3. Find an entity in the dropdown menu to see which behavior tree is in use.
-4. Click the `Live` button to the right of the dropdown menu to view the behavior tree in real time
-
-## 2D pathfinding
-
-![A 2D Kythera AI agent](/images/learning-guide/tutorials/ai/kythera-city-robot.png)
-
-2D Navigation is demonstrated by the `Robot.prefab`. The robots use the behavior `2DRandomWalk`, which chooses a random point in a specified range, then finds and follows a path to that point.
-
-When duplicating or moving entities, be sure to select the top (shaded tab) of the prefab in the Entity Outliner, to prevent detached objects in the level.
-
-The `KytRobot` entity in the prefab has the following components, which are required for 2D navigation:
-
-* `Kythera`
-* `PhysX Character Controller`, set to be consistent with `navmesh.xml`
-* `Agent`, set to use the profile `RandomWalk`
-* `SimpleMovementController`
-The `RandomWalk` profile can be found in `KytheraAIDemo/Scripts/Profiles.xml`:
-
-```xml
-
- 2DRandomWalk
-
-```
-The `DefaultBehavior` name must match the behavior name set in the inspector.
-
-## 3D pathfinding
-
-![A 3D Kythera AI agent](/images/learning-guide/tutorials/ai/kythera-city-spaceship.png)
-
-3D Pathfinding is demonstrated by KytSpacship entities within the level.
-
-The `KytSpaceship` entities use the behavior tree `3DGoToRandomEntityTag`, which searches for a random entity with a Kythera AI tag of `Kyt_Point_of_interest`, then finds and follows a path to that entity.
-
-You can find the `Kythera3D_Point_of_Interest_Tagged` entities in the outliner, which contains a `Kythera` component with an added tag of `Kyt_Point_of_interest`.
-
-!["Point of interest" entity in the Entity Outliner](/images/learning-guide/tutorials/ai/kythera-city-point-of-interest.png)
-
-The octree must be built and present in the level for 3D navigation behavior tree nodes to work.
-
-The `KytSpaceship` entity has the following components, which are required for 3D navigation:
-
-* `Kythera`
-* `PhysX Collider`, set to the convex shape of the ship
-* `Agent`, set to use the profile `GoToRandomEntityProfile`
-* `FlightMovementController`, which you can configure to change the speed and acceleration of the ships
-* `PhysX Dynamic Rigid Body` (required by the movement controller)
-
-You can find the profile `GoToRandomEntityProfile` in `KytheraAIDemo/Scripts/Profiles.xml`.
-```xml
-
- 3DGoToRandomEntityTag
-
-```
-The `DefaultBehavior` name must match the behavior name set in the inspector.
-
-## 3D splines and orientation
-
-![A 3D Kythera AI agent following a navigation spline](/images/learning-guide/tutorials/ai/kythera-city-spaceship.png)
-
-The level demonstrates 3D splines using a few entities.
-
-![Navigation Spline component dialog](/images/learning-guide/tutorials/ai/kythera-city-spline-dialog.png)
-
-The level contains a couple of `Kyt_Spline` actor entities that are set up with a `Navigation Spline` component. The parameters of this component change the physics behavior of agents flying the spline.
-
-In the above screenshot, the spline is shown using the "Ghost Vehicle" visualization, which shows the expected physical behavior for agents following the spline, including orientation and speed. (The further apart the ghost vehicles appear, the faster the agents travel.)
-
-The `KytSpaceship_Splines` entity has the following components, which are required for 3D navigation:
-
-* `Kythera`
-* `PhysX Collider`, set to the convex shape of the ship
-* `Agent`, set to use the profile `PathToNearestSplineStart`
-* `FlightMovementController`, which you can configure to change the speed and acceleration of the ships
-* `PhysX Dynamic Rigid Body` (required by the movement controller)
-
-The `KytDrone_Splines` entity is set up in almost exactly the same way as the `KytSpaceshp_Splines`, except that its `Agent` component is set to use the profile `PathToNearestSplinePoint`.
-
-The following debug draw features, which you can set from the Kythera AI Inspector, are useful for debugging 3D navigation:
-
-* `ConsoleVariables` / `DrawMaster 1`
-* `ConsoleVariables` / `DrawOctree 2`
-* `Debug Options` / `Splines`
-* `Debug Options` / `3D Path`
-* `Debug Options` / `Velocity`
-* `Debug Options` / `Speed`
-* `Debug Options` / `Steering Path`
diff --git a/content/docs/learning-guide/samples/benchmark/_index.md b/content/docs/learning-guide/samples/benchmark/_index.md
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@@ -0,0 +1,13 @@
+---
+linktitle: Benchmark
+title: Benchmark
+description: Benchmarking projects to stress test the O3DE rendering pipeline.
+weight: 400
+---
+
+Benchmarking project are made to be visually appealing so that they can be used to showcase the rendering features of the engine.
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Buon(G.I)orno ](https://github.com/o3de/buongiorno-sample) | Stylized representation of a small italian village to showcase mobile raytracing features | O3DE **23.10.3**. April 28, 2024 |
+| | [Loft ArchViz Sample](https://github.com/o3de/loft-arch-vis-sample) | Small loft interiors used to test rendering fidelity | O3DE **23.10.3**. April 28, 2024 |
diff --git a/content/docs/learning-guide/samples/feature-showcase/_index.md b/content/docs/learning-guide/samples/feature-showcase/_index.md
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@@ -0,0 +1,12 @@
+---
+linktitle: Feature Showcase
+title: Feature Showcase
+description: In-Depth Showcase of a specific feature of the engine
+weight: 500
+---
+
+Feature Showcase projects serves as a live documentation for engine features and can also be useful to detect bugs or regressions.
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Procedural Worlds](https://github.com/o3de/o3de-workshops-2022) | Showcase terrain gem to proceduraly generate high-quality terrain | O3DE **23.10.3**. April 28, 2024 |
diff --git a/content/docs/learning-guide/samples/follow-along/_index.md b/content/docs/learning-guide/samples/follow-along/_index.md
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@@ -0,0 +1,14 @@
+---
+linktitle: Follow Along
+title: Follow Along
+description: Make a game step by step by following the documentation.
+weight: 100
+---
+
+The following samples are the perfect entry for O3DE newcommers. Follow the provided video playlist to learn about basic scripting, scene editing and material setup.
+
+| Image | Link | Description |
+| - | - | - |
+| | [Pong](pong) | The classic "Pong" game revisited in 3D |
+| | [Protect the moon](protect-the-moon) | A side-scrolling shooter inspired by "Space Invader" |
+| | [O3DE Book](https://o3debook.com/) | The book "Game programming with O3DE" by Olex Lozitskiy will have you make a multiplayer soccer game with chickens. Source code [is available here](https://github.com/SelfishOlex/O3DEBookCode2111). |
diff --git a/content/docs/learning-guide/tutorials/first-project/_index.md b/content/docs/learning-guide/samples/follow-along/pong.md
similarity index 92%
rename from content/docs/learning-guide/tutorials/first-project/_index.md
rename to content/docs/learning-guide/samples/follow-along/pong.md
index 6627f2d9f27..5b6da2e402b 100644
--- a/content/docs/learning-guide/tutorials/first-project/_index.md
+++ b/content/docs/learning-guide/samples/follow-along/pong.md
@@ -5,6 +5,10 @@ description: Videos to guide you through creating a basic Pong game in Open 3D E
toc: true
---
+| Repository | Time to Complete | Feature Focus | Last Updated |
+| - | - | - | - |
+| N/A | 2 Hours | Visual scripting, UI | O3DE **23.10.3**. April 28, 2024 |
+
This topic contains video tutorials that will guide you through creating a Pong game in **Open 3D Engine (O3DE)**, from creating a new project to defining gameplay state and user interface elements.
## Video Tutorial Series: Create the Pong Game with O3DE
diff --git a/content/docs/learning-guide/samples/follow-along/protect-the-moon.md b/content/docs/learning-guide/samples/follow-along/protect-the-moon.md
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@@ -0,0 +1,48 @@
+---
+linkTitle: Protect the moon
+title: Protect the moon
+description: Videos to guide you through creating a basic side scroller shooter in Open 3D Engine (O3DE).
+toc: true
+---
+
+| Repository | Time to Complete | Feature Focus | Last Updated |
+| - | - | - | - |
+| [Github](https://github.com/o3de/Protect-the-Moon ) | 2 Hours | Visual scripting, UI | O3DE **23.10.3**. April 28, 2024 |
+
+This topic contains video tutorials that will guide you through creating a side scrolling shooter with **Open 3D Engine (O3DE)**.
+
+## Video Tutorial Series: Create "Protect the moon" with O3DE
+
+[Take me to the full playlist!](https://www.youtube.com/playlist?list=PLCQwFpnHSZQgyIu4JeOUDCsNCVgWOz3Mf)
+
+### Project setup
+
+{{< youtube-width id="rJBAChtWPCs" title="01 Project Setup" >}}
+
+### Creating the Main Menu
+
+{{< youtube-width id="wMbszzKs3ME" title="02 Creating The Main Menu" >}}
+
+### Setting up project assets
+
+{{< youtube-width id="r0JNHOtevPA" title="03 Setting Up Project Assets" >}}
+
+### Player movement
+
+{{< youtube-width id="DtVudWEkmOM" title="04 Player Movement" >}}
+
+### Enemies & Spawning
+
+{{< youtube-width id="yk3PJ-HdshQ" title="05 Enemies & Spawning" >}}
+
+### Projectiles & Collisions
+
+{{< youtube-width id="Jqolu6iSQzM" title="06 Enemies & Spawning" >}}
+
+### Scoring and Lives part 1
+
+{{< youtube-width id="yKtTlGb7Jbo" title="07 Scoring and Lives Part 1" >}}
+
+### Scoring and Lives part 2
+
+{{< youtube-width id="2_9XsWPM-kM" title="08 Scoring and Lives Part 2" >}}
diff --git a/content/docs/learning-guide/samples/prototypes/_index.md b/content/docs/learning-guide/samples/prototypes/_index.md
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@@ -0,0 +1,20 @@
+---
+linktitle: Prototypes
+title: Prototypes
+description: Multiple prototype games made as a proof of concept.
+weight: 300
+---
+
+Projects made to test a game idea, generaly over the span of a week. They are a good way to see how to make quick projects with O3DE.
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Planet survival](https://github.com/o3de/PlanetSurvivalGame) | A top-down point and click game where you must collect fuel | O3DE **23.10.3**. April 28, 2024 |
+| | [Newspaper delivery](https://github.com/o3de/NewspaperDeliveryGame) | A third person action game where you must deliver as much newspaper as possible | O3DE **23.10.3**. April 28, 2024 |
+| | [Gnomebodys Home](https://github.com/o3de/GnomebodysHome) | A first person puzzle game where you must find golden gnomes to continue forward | O3DE **23.10.3**. April 28, 2024 |
+
+## Community curated
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Loherangrin's O3DE Jam 2305](https://github.com/loherangrin/games.o3de.o3de-jam-2305) | A top down exploration game using C++ scripting | O3DE **23.10.3**. April 28, 2024 |
diff --git a/content/docs/learning-guide/samples/robotic/_index.md b/content/docs/learning-guide/samples/robotic/_index.md
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@@ -0,0 +1,19 @@
+---
+linktitle: Robotic
+title: Robotic
+description: Robotic simulations made with O3DE.
+weight: 700
+---
+
+Robotic simulation projects to control and automate tasks.
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Fruit picking demo](https://github.com/o3de/ROSConDemo) | Follow a robot tasked with apple picking | N/A |
+| | [Physics test scene](https://github.com/o3de/o3de-physics-test-scene) | Multiple physics test scenes for robotic simulation | N/A |
+
+## Community curated
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [ROSCon 2023 Demo](https://github.com/RobotecAI/ROSCon2023Demo) | Complex robotic simulation in a warehouse | N/A |
diff --git a/content/docs/learning-guide/samples/templates/_index.md b/content/docs/learning-guide/samples/templates/_index.md
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@@ -0,0 +1,19 @@
+---
+linktitle: Templates
+title: Templates
+description: Use a game template to speed up your workflow and learn about O3DE setup.
+weight: 200
+---
+
+Templates are a great way to get started on a new project. They also provide insight on the "right" way that O3DE should be setup.
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [Third person template](https://github.com/o3de/ThirdPersonTemplate) | Showcase a simple animated Third Person Character Controller | O3DE **23.10.3**. April 28, 2024 |
+
+## Community curated
+
+| Image | Link | Description | Last Updated |
+| - | - | - | - |
+| | [First person template](https://github.com/stevenharmongames/O3DE-FirstPersonInteractionToolkit) | Multiple first person interactions showcased such as ladders, doors, notes, etc | O3DE **23.10.3**. April 28, 2024 |
+
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