Custom track
Interactive Build Programs
A cross-discipline path linking gameplay prototypes, engine handoffs, and profiler drills — for teams shipping vertical slices under time pressure.
Prototype loops
Daily playtest rubrics, frame-data logging, and mentor sign-off before moving to the next mechanic. Greybox-first; art arrives after loop approval.
- Telegraph and i-frame calibration
- Recorded playtests with written notes
- Design log exported for collaborators
┌─────────┐ ┌──────────┐ ┌─────────┐
│ Build │───▶│ Playtest │───▶│ Tune │
└─────────┘ └──────────┘ └────┬────┘
▲ │
└──────── Mentor sign-off ─────┘
Engine workflows
Scene graph audits, prefab contracts, and additive loading patterns so merges do not block your sprint.
Performance tuning
Profiler-first cycles on target hardware: capture, hypothesize, patch, verify. Students leave with an optimization report, not vague advice.
Capture
Baseline frame and GPU data
Hypothesis
Single-variable change plan
Verify
Before/after dashboard