Gameplay · Intermediate · Cohort

Combat Loop Prototyping

Combat Loop Prototyping lab session

You will prototype dodge-parry-counter cycles, hit-stop tuning, and enemy telegraph systems using a lightweight engine sandbox. Each day ends with a recorded playtest and written feedback from a lab mentor.

₩890,000

6 weeks · informational pricing

Request information

Inclusions

  • Daily playtest rubric with frame-data notes
  • Hit-stop and i-frame calibration worksheets
  • Enemy telegraph library you can reuse
  • Combat camera shake presets
  • Input buffer tuning lab
  • Peer review sessions twice per week
  • Portfolio-ready GIF capture pipeline

Outcomes

  • Ship a 3-minute combat vertical slice
  • Document tuning decisions in a design log
  • Present loop metrics to a mentor panel

Lead instructor

Min-jun Park

Min-jun Park

Former gameplay programmer on action titles; focuses on readable combat feedback.

FAQ

No. A playable prototype or jam project is enough. We assess readiness in a short intake call.

Reviews

The telegraph worksheet from week 2 is still on our wall. My parry window finally feels fair after the frame-data review.

— Hyeon S., Gameplay programmer

Dense week three — wish we had one more day on camera shake. Mentor notes on my build were specific though.