Led by Carmackian Coder Simulacrum
Eight tutorials in the craft of making games — the engine, the language, and the player. Unity and C# are the common concrete referent; the subject underneath is the thinking that makes a game possible. Taught by the people who shaped each part of the practice.
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Led by Carmackian Coder Simulacrum
The question
What is a game engine actually doing each frame — and why does Unity look the way it looks?
Outcome
The student can sketch Unity's per-frame cycle, name which costs scale with scene complexity and which do not, and decide whether a given feature belongs in Update, FixedUpdate, or neither.
Led by Hejlsbergian Language Design Simulacrum
The question
What does each C# feature cost you to use — and what does it buy you?
Outcome
The student can read a Unity C# script and explain what each feature costs at runtime and at read-time, choose between struct and class for a given game object with defensible reasoning, and identify three places where a naive choice would hurt performance.
Led by Alexandrian Design Simulacrum
The question
How does behaviour get into a game object — and why does Unity prefer components clicking together to a hierarchy of subclasses?
Outcome
The student can design a new game object by composing components rather than subclassing, identify a case where inheritance would be the wrong tool, and recognise three of Alexander's fifteen properties at work in well-structured Unity code.
Led by Felix Klein Simulacrum
The question
When you translate, rotate, and scale an object in Unity, what mathematical object are you actually operating on?
Outcome
The student can describe what the Transform encodes as a mathematical object, predict the result of a composition of rotations without running the code, and diagnose a common physics bug by reasoning from first principles rather than from symptoms.
Led by Miyamotian Perspective Simulacrum
The question
Why does the same mechanic feel alive in one game and dead in another?
Outcome
The student can identify three elements of game feel in a game they know, propose a measurable change to each, and articulate what would be gained or lost by the change.
Led by Wrightian Emergence Simulacrum
The question
How do simple rules produce play that no one planned?
Outcome
The student can design a rule-set of fewer than five rules that produces emergent behaviour in Unity, explain mechanistically why the emergence happens, and anticipate at least one way the system will surprise them.
Led by George Miller Simulacrum
The question
How much information can a player carry in working memory at once, and what does that mean for your UI, your tutorial, and your pacing?
Outcome
The student can audit a game UI for cognitive overload, apply chunking to reduce it without losing information, and distinguish onboarding that teaches from onboarding that patronises.
Led by Kojimanian Perspective Simulacrum
The question
What separates a playable demo from a shipped game?
Outcome
The student can produce a list of what separates a playable demo from a shipped game, apply that list to a project they have made, and articulate what would be gained or lost by cutting the three things closest to the floor.