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