Skip to main content

What is covered, week by week, and which topics each lecture draws on.

Every lecture the course claims to run gets a dated page and a teaching-team reference. A course decides how many lectures it needs; one of them carries a real deck. related: connects lectures to the sessions and assessments they feed.

Press

The opening lecture — why one button is a design position worth twelve weeks, not a restriction to route around

Week 1 · 22 February 2027

Hold

Week 2 — why a value with no payoff yet is still worth showing a player, and the trap it sets if you overpay it

Week 2 · 1 March 2027

Release

Week 3 — why a release-timing failure has to feel earned, not like a disguised coin flip

Week 3 · 8 March 2027

Rhythm

Week 4 — tempo as a signal read between gestures, and why its tolerance window has no correct answer

Week 4 · 15 March 2027

Sequence

Week 5 — alphabet size as a real trade-off between meaninglessly small and unmemorisable

Week 5 · 22 March 2027

Momentum

Week 6 — why momentum isn't a score with a different name, and the one constant that decides how a mechanic feels

Week 6 · 29 March 2027

Context

Week 7 — why the studio exercise stays at two mechanics, and what gets harder once that number grows

Week 7 · 5 April 2027

Movement

Week 8 — the precision a single continuous signal gives up when it's asked to control both timing and magnitude

Week 8 · 12 April 2027

Failure

Week 9 — why not every mistake deserves its own signal, even once the vocabulary can support one

Week 9 · 19 April 2027

Two players

Week 10 — simultaneous presses as a design decision, not a bug to patch around

Week 10 · 26 April 2027

Accessibility

Week 11 — cursor speed as the one parameter that decides whether an adaptation is playable at all

Week 11 · 3 May 2027

Synthesis

The closing lecture — why cutting for focus is a defensible design decision and cutting for time isn't

Week 12 · 10 May 2027