W1What Makes Games Fun?Mechanics, dynamics, feel — the designer's eye.🚢 Ships: three pitched concepts, one selected
W2The One-Page Design DocScope as a design decision; greybox the core loop.◆ Milestone 1: design doc + playable greybox
W3Systems & VariablesScore, lives, state — directing the AI as co-programmer.🚢 Builds: a working scoring economy
W4BalancingTune until fair, tense and readable — with playtest data.◆ Milestone 2: tuned core loop + tuning log
W5Level Design I — Teach Without WordsLevels that teach through play — no tutorial text.🚢 Builds: a level that teaches silently
W6Level Design II — Pacing the ArcRising tension: teach → twist → test.◆ Milestone 3: three-level arc
W7Art DirectionA style guide and a consistent asset pack for the whole game.🚢 Builds: fully art-directed game
W8Juice & Game FeelSound layers, particles, screen shake — every action acknowledged.◆ Milestone 4: art-complete, juiced beta
W9Playtesting Like a ProObservation vs. opinion; logging deaths and quit points.🚢 Ships: a 3-session playtest report
W10Iterate With EvidenceRank fixes by impact; challenge the AI's suggestions.◆ Milestone 5: evidence-based v2
W11Launch CraftTrailer, store-style page, thumbnail, 60-second pitch.🚢 Ships: the complete launch kit
W12Launch & PremiereCapstone launched publicly, presented at the live premiere.◆ Milestone 6: public launch + portfolio page