Gameplay · Intermediate · Cohort
Combat Loop Prototyping
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 informationInclusions
- 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
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.
Dense week three — wish we had one more day on camera shake. Mentor notes on my build were specific though.