Week 12: Final showcase — the bonfire crit
Presenting and peer-reviewing the Final Project one-pager, and the semester's closing address
17 May 2027
No new subsystem — this session is the crit itself, held to the same legible-failure standard as everything it studies. The full argument for why that standard applies to feedback as much as to level design is in The bonfire crit.
The argument#
“Your map didn’t feel connected” is the arbitrary case: a mood standing in for information, the same failure Week 1 named in a damage-sponge boss. “The elevator shortcut in your sketch reconnects to a room the player never saw before riding it, so it reads as a second entrance rather than an earned shortcut” is the punishing case, in the sense this course has used that word all semester — it costs the presenter something to hear, and it tells them exactly what to fix, the way Week 3’s shortcut standard already defined what “earned” means. A crit run on encouragement alone teaches nothing a rejection would have; one run on demolition alone just says the same nothing more loudly. Today’s peer review is graded on whether it hits the punishing case, not on tone.
This mirrors Week 6’s midpoint review deliberately: the same room, largely the same peers, checking a finished Final Project one-pager against the same map, combat, boss and guidance standards they applied to a Boss Blueprint eleven weeks earlier. What’s different is the object under review — four parts (map sketch, two item descriptions, a boss’s move summary, an opening guidance script) that have to argue the same thing about one opening level, not four separate exercises graded in isolation. A peer review that praises the item descriptions and the map sketch separately hasn’t actually checked whether the boss’s transition makes sense given what those descriptions already established.
Outline#
- feedback as either legible (names the specific decision) or arbitrary (a tone standing in for information) — the genre’s own test, applied to critique
- a worked example of each: “didn’t feel connected” versus a shortcut that fails Week 3’s earned-connection standard, named specifically
- how today mirrors Week 6’s midpoint review, applied to a finished project instead of a Boss Blueprint
- why the four parts of the Final Project have to be checked as one argument, not four separately-graded exercises
- presenting the Final Project one-pager and submitting the Death Notes portfolio
- peer review structured around the same map, combat, boss and guidance checks used all semester
- the closing address: what should outlast the scaffolding once it’s gone
Into the session#
Bring a presentable draft of your Final Project one-pager and your completed Death Notes portfolio, ready to submit. Each student presents their opening level in a few minutes; peer review focuses on whether the map, the item descriptions, the boss’s transition and the opening guidance script argue the same thing about the level, not on whether any one part works in isolation. The session closes with the semester’s address — not a recap, but a statement of what should keep operating in your own judgment once the weekly lectures and spec checks are gone.
Teaching team
- Marisol Quaye — convenor
- Idris Fenn — tutor
- Yan — lecturer