Curriculum

1. Free Guide — First Game Development Map

Course focus: first introduction to game development, base logic of a game idea, scene, mechanic, and interaction.

Modules Breakdown:

  • Module 1: Game Idea Map — how to describe a game idea in simple words and define its main action.
  • Module 2: Core Mechanics — what a base mechanic is and how it connects with player actions.
  • Module 3: Scene Basics — how a scene organizes space, objects, and movement.
  • Module 4: Character Logic — how a character may act, respond, and become part of the system.
  • Module 5: Interaction Notes — how objects, conditions, and actions work together.
  • Module 6: Learning Route — how to build a first learning route in game development.

2. Vertex Course — From Idea to Prototype Plan

Course focus: moving from a game idea to the first structured diagram of a learning prototype.

Modules Breakdown:

  • Module 1: Idea Frame — how to remove extra details and keep the base of a game concept.
  • Module 2: Player Action Loop — how to create an action cycle: action, system response, change, repeat.
  • Module 3: Scene Structure — how to organize space, objects, and a basic route.
  • Module 4: Object Behavior — how objects respond to events, conditions, and actions.
  • Module 5: Rules and Conditions — how rules affect scene behavior.
  • Module 6: Prototype Notes — how to write a plan for a small learning prototype.
  • Module 7: Testing Mindset — how to review your own mechanic and notice unclear points.
  • Module 8: Next Study Route — how to choose the next learning direction.

3. Luma Set — Scene and Visual Logic

Course focus: scenes, space, object placement, player routes, and visual cues.

Modules Breakdown:

  • Module 1: Scene Reading — how to analyze a scene and see the role of each element.
  • Module 2: Space Layout — how to organize space without overload.
  • Module 3: Object Placement — how object placement affects attention and movement.
  • Module 4: Visual Logic — how shapes, colors, and repetition may support game action.
  • Module 5: Movement Path — how to plan the player route inside a scene.
  • Module 6: Interaction Zones — how to mark areas where actions and checks happen.
  • Module 7: Scene Review Notes — how to review a scene and remove extra elements.
  • Module 8: Small Scene Plan — how to prepare a diagram of a small learning scene.

4. Nexus Guide — Connected Game Logic

Course focus: links between player actions, rules, conditions, objects, states, and events.

Modules Breakdown:

  • Module 1: Connection Map — how to create a map of links between game system parts.
  • Module 2: Action and Response — how to describe a player action and system response.
  • Module 3: Object States — how objects change state after events or conditions.
  • Module 4: Rule Chains — how to create rule chains.
  • Module 5: Event Flow — how events move from one to another.
  • Module 6: Interaction Diagrams — how to create interaction diagrams.
  • Module 7: Logic Review — how to find unclear links in the system.
  • Module 8: Small System Plan — how to assemble a diagram for a small game system.

5. Origin Library — Game Development Reference Base

Course focus: gathering core game development topics into one organized collection.

Modules Breakdown:

  • Module 1: Origin Map — how to create a general map of a game idea.
  • Module 2: Project Skeleton — how to divide a project into scenes, objects, characters, rules, and events.
  • Module 3: Mechanics Library — how to describe different types of mechanics.
  • Module 4: Scene Archive — how to collect and compare scene options.
  • Module 5: Character Notes — how to describe the role of a character inside a game system.
  • Module 6: Object and Rule Cards — how to create cards for objects, conditions, and rules.
  • Module 7: Interaction Library — how to collect interaction examples.
  • Module 8: Study Project Board — how to organize a learning project as a board.

6. Grid Framework — Project Planning System

Course focus: tables, diagrams, grids, work blocks, and structural planning for a game project.

Modules Breakdown:

  • Module 1: Project Grid — how to create a general project grid.
  • Module 2: Mechanics Table — how to format mechanics through actions, conditions, and responses.
  • Module 3: Scene Blocks — how to divide a scene into working parts.
  • Module 4: Object Matrix — how to describe objects through role, state, and behavior.
  • Module 5: Rule Layout — how to connect rules with events and actions.
  • Module 6: Character Structure — how to divide a character into actions, responses, and limits.
  • Module 7: Task Board — how to create a learning task board.
  • Module 8: Framework Review — how to review the project framework and find gaps.

7. Spark Module — Action and Response Flow

Course focus: actions, responses, states, signals, and interaction rhythm.

Modules Breakdown:

  • Module 1: Spark Action — how to define the main player action.
  • Module 2: Reaction Chain — how to build a reaction chain.
  • Module 3: Game Rhythm — how repetition, pauses, and alternating actions shape game feel.
  • Module 4: State Shift Notes — how to describe state changes after interaction.
  • Module 5: Feedback Layers — how the system may respond to an action.
  • Module 6: Interaction Timing — how to plan event order.
  • Module 7: Playtest Questions — which questions to ask while reviewing a prototype.
  • Module 8: Spark Prototype Plan — how to create a prototype plan around one interaction.

8. Cipher Module — Rules and Conditions

Course focus: rules, conditions, states, checks, events, and internal game system logic.

Modules Breakdown:

  • Module 1: Logic Cipher — how to read a system through actions, conditions, states, and responses.
  • Module 2: Condition Blocks — how to create condition blocks.
  • Module 3: State Codes — how to describe object and scene states.
  • Module 4: Rule Decoder — how to break rules into smaller parts.
  • Module 5: Event Order — how to organize events.
  • Module 6: Logic Conflict Notes — how to find conflicts between conditions and rules.
  • Module 7: System Check Map — how to create a check map.
  • Module 8: Cipher Prototype Plan — how to prepare a prototype plan with rules, conditions, and states.

9. Drift Module — Motion and Object Behavior

Course focus: movement, routes, direction, pace, collisions, and object behavior inside a scene.

Modules Breakdown:

  • Module 1: Motion Map — how to create a motion map for a character or object.
  • Module 2: Direction Logic — how to describe direction and route change.
  • Module 3: Movement Rules — how to connect movement with rules and states.
  • Module 4: Collision Notes — how to plan collisions, boundaries, and contact responses.
  • Module 5: Pace and Flow — how movement pace affects interaction.
  • Module 6: Drift Behavior — how objects may change direction or respond to the environment.
  • Module 7: Motion Review — how to review movement in a learning prototype.
  • Module 8: Drift Prototype Plan — how to prepare a plan with route, limits, and responses.

10. Loom Module — Complete Project Plan

Course focus: combining scenes, mechanics, characters, rules, movement, events, and notes into one learning plan.

Modules Breakdown:

  • Module 1: Loom Map — how to create a general project map.
  • Module 2: Layer Review — how to review each project layer separately.
  • Module 3: Mechanics Weaving — how to combine several mechanics.
  • Module 4: Scene and Character Link — how to connect a character with a scene.
  • Module 5: Rule Alignment — how to check whether rules match actions and events.
  • Module 6: Motion and Event Flow — how to combine movement, events, responses, and state changes.
  • Module 7: Project Notes System — how to organize notes, maps, and tables.
  • Module 8: Loom Project Plan — how to prepare a complete learning prototype plan.