LEARNING / MASTERCLASSES

Build your
next skill.

Pick a track. Find your challenge.

Ways to learn

01 / MASTERCLASSES

One skill.
A new edge.

Focused sessions around a single challenge.

02 / WORKSHOPS

Learn together.
Make something.

Practical sessions for groups, studios and universities.

03 / SUMMER TRAINING

More time.
More possibility.

An extended learning journey. New cohorts to be announced.

Explore the tracks

Design & Player ExperiencePuzzles, systems, narrative, levels and playtesting.2 sessions

Masterclass

Designing Puzzle Progression

Build a difficulty curve that teaches, surprises and keeps players moving.

Explore the outline

Status: Proposed masterclass. Registration is not open.

Build a difficulty curve that teaches, surprises and keeps players moving.

What you will make

A tested level sequence and a playtest plan.

Who it is for

[LEARNER LEVEL AND PREREQUISITES TO CONFIRM]

The work

  • Shape a learning curve and mechanic vocabulary.
  • Sequence levels around one clear player insight.
  • Use playtest findings to revise pacing.

Format and mentor

Format: [TO CONFIRM] · Duration: [TO CONFIRM] · Dates and time zone: [TO CONFIRM] · Mentor: [TO CONFIRM] · Tools: [TO CONFIRM]

Joining

Price and currency: [TO CONFIRM] · Cohort size: [TO CONFIRM] · Registration or interest link: [TO CONFIGURE].

Masterclass

Narrative That Changes Play

Connect story choices, player goals and mechanics in a playable scene.

Explore the outline

Status: Proposed masterclass. Registration is not open.

Connect story choices, player goals and mechanics in a playable scene.

What you will make

A narrative design slice with interaction notes.

Who it is for

[LEARNER LEVEL AND PREREQUISITES TO CONFIRM]

The work

  • Define the player promise and dramatic choice.
  • Connect narrative beats to mechanics.
  • Prototype and review one interactive scene.

Format and mentor

Format: [TO CONFIRM] · Duration: [TO CONFIRM] · Dates and time zone: [TO CONFIRM] · Mentor: [TO CONFIRM] · Tools: [TO CONFIRM]

Joining

Price and currency: [TO CONFIRM] · Cohort size: [TO CONFIRM] · Registration or interest link: [TO CONFIGURE].

Production & LiveOpsScope, delivery, events, data and iteration.2 sessions

Masterclass

Shipping Without Scope Creep

Turn a promising game idea into a plan a small team can actually deliver.

Explore the outline

Status: Proposed masterclass. Registration is not open.

Turn a promising game idea into a plan a small team can actually deliver.

What you will make

A production brief and milestone map.

Who it is for

[LEARNER LEVEL AND PREREQUISITES TO CONFIRM]

The work

  • Identify the core experience and constraints.
  • Prioritize work against a playable milestone.
  • Build a risk and decision log.

Format and mentor

Format: [TO CONFIRM] · Duration: [TO CONFIRM] · Dates and time zone: [TO CONFIRM] · Mentor: [TO CONFIRM] · Tools: [TO CONFIRM]

Joining

Price and currency: [TO CONFIRM] · Cohort size: [TO CONFIRM] · Registration or interest link: [TO CONFIGURE].

Masterclass

LiveOps That Players Value

Design a live event around player needs, team capacity and measurable results.

Explore the outline

Status: Proposed masterclass. Registration is not open.

Design a live event around player needs, team capacity and measurable results.

What you will make

An event plan with a measurement map.

Who it is for

[LEARNER LEVEL AND PREREQUISITES TO CONFIRM]

The work

  • Define a player problem and event goal.
  • Plan content, economy, operations and communication.
  • Choose useful signals and a post-event review.

Format and mentor

Format: [TO CONFIRM] · Duration: [TO CONFIRM] · Dates and time zone: [TO CONFIRM] · Mentor: [TO CONFIRM] · Tools: [TO CONFIRM]

Joining

Price and currency: [TO CONFIRM] · Cohort size: [TO CONFIRM] · Registration or interest link: [TO CONFIGURE].

Development & PrototypingPlayable ideas, tools and technical workflows.1 session

Masterclass

Prototype a Core Loop

Test the heart of a game before committing to a full build.

Explore the outline

Status: Proposed masterclass. Registration is not open.

Test the heart of a game before committing to a full build.

What you will make

A playable prototype and test plan.

Who it is for

[LEARNER LEVEL AND PREREQUISITES TO CONFIRM]

The work

  • Frame a single hypothesis.
  • Build the smallest useful playable version.
  • Gather feedback and decide what to change.

Format and mentor

Format: [TO CONFIRM] · Duration: [TO CONFIRM] · Dates and time zone: [TO CONFIRM] · Mentor: [TO CONFIRM] · Tools: [TO CONFIRM]

Joining

Price and currency: [TO CONFIRM] · Cohort size: [TO CONFIRM] · Registration or interest link: [TO CONFIGURE].

Art & Creative DirectionVisual language, UI, assets and animation.1 session

Masterclass

Art Direction for Small Teams

Create a coherent visual language and a practical asset pipeline.

Explore the outline

Status: Proposed masterclass. Registration is not open.

Create a coherent visual language and a practical asset pipeline.

What you will make

A visual brief and asset guide.

Who it is for

[LEARNER LEVEL AND PREREQUISITES TO CONFIRM]

The work

  • Define references and visual principles.
  • Set scope for UI, characters and environments.
  • Document an achievable production pipeline.

Format and mentor

Format: [TO CONFIRM] · Duration: [TO CONFIRM] · Dates and time zone: [TO CONFIRM] · Mentor: [TO CONFIRM] · Tools: [TO CONFIRM]

Joining

Price and currency: [TO CONFIRM] · Cohort size: [TO CONFIRM] · Registration or interest link: [TO CONFIGURE].

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