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SLOP1280: The Anatomy of a Jump

A twelve-week studio in game feel: measure, tune and compare one 2D jump using visual tools, with an optional guided-code path. No game-development experience required.

Try a jump

An endless little obstacle course. Your runner moves automatically — you choose when to jump. Bump into a block? Try again, as often as you like.

Auto-run · Space or Jump to start and jump · Hold for height · R restart

Ready? Press Space or Jump.

Height
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Displacement
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Airtime
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Want the full set of controls — gravity, launch speed, air control and posture? Head to the Jump Lab.

What you will do

Twelve weeks, one jump. You'll tune a single 2D jump — how high it goes, how it responds to your input, how forgiving it is, and eventually how it looks — and measure the result every time, instead of guessing whether a change made it feel better. No code is required to complete the core work: every experiment runs in the browser through visual controls, and a guided starter-code path is there if you want to go further. You'll finish having designed and defended one jump you can explain in numbers, not just adjectives.

Who it is for

Anyone curious about why one jump in a game feels different from another, with no assumed background in game development, physics or programming. If you've ever said a jump felt "floaty" or "snappy" and wondered what that actually meant, this course turns that question into something you can test.

Where to go next

Weeks

The twelve-week schedule, grouped by phase, with lectures and workshops.

Jump Lab

Try a jump, compare presets, and run the same experiments used across the course.

Assessments

What is marked, what it is worth, and when it is due.

People

Who teaches the course and how to reach them.