Week 12 Session: Synthesis
Choosing which parts of the semester's vocabulary one finished game actually needs
This week adds nothing new on purpose. Every primitive from press through scanning is available; the task is deciding which ones a single finished game actually needs, and cutting the rest without regret. A game that uses all eleven earlier weeks’ mechanics is not more accomplished than one that uses three well — it’s usually just unfocused.
Before the session#
Bring every prototype you’ve built this semester. You’ll be raiding them for parts, not judged on how many you can fit in.
In the session#
A short check-in on scope, then studio time on the final build — this session runs like every earlier one, not like a special “project day.”
Studio exercise#
Build one complete one-button game from a chosen subset of the semester’s vocabulary, and write a short note stating which weeks’ mechanics you kept, which you cut, and why the cuts made the game better rather than smaller.
By the end#
You can defend a scope decision — which is the actual skill this whole semester was practising underneath the mechanics.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- a complete one-button game exists, built from a deliberately chosen subset of the semester's vocabulary
- you can name what was left out, and why, not only what was kept
Teaching team
- Idris Fenn — tutor