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.

Developers reviewing engine scene hierarchy on monitors

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

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