A twelve-session handbook for designers, educators, and developers who ship small, rigorous learning games — grounded in objectives, shaped by playtest, and implementable in a real engine.
Three core capabilities build across the semester. Each session sharpens one of them against your own project.
Separate retrieval, discrimination, procedure, reasoning, and judgment — and choose the mechanics that actually teach each one.
Build a paper loop in under five minutes. Run a protocol with target learners, not peers. Revise from evidence, not taste.
Hand a developer a state machine, event-feedback map, and Three.js bridge they can build from on day one.
Each session is ~3 hours of contact time plus homework. Sessions build on each other — a playable artifact walks across every week. Select any session to open its handbook page.
Each deliverable compounds on the last. By the final presentation you hand over an artifact that a development team could actually pick up and build.
Learner, context, constraint, and the measurable shift you intend to produce.
Session 02 · Week 2 · See rubric → D2Two to four objectives mapped to mechanics with rationale and risks.
Session 03 · Week 3 · See rubric → D3Playable-at-table in five minutes. A colleague can run it without you.
Session 07 · Week 7 · See rubric → D4Protocol, three-plus target-learner sessions, an evidence-ranked revision plan.
Session 09 · Week 9 · See rubric → D5State machine, event map, asset list, and the Three.js bridge for a key scene.
Session 12 · Week 12 · See rubric →Each week ships with a companion handout built to sit next to the session: worked examples, a UDL crosswalk, a playtesting toolkit, a Three.js foundations pack, a Codex build playbook, and more. Read online or download as Markdown.
Open Session 01 and start with the stance question that will anchor the next twelve weeks.