Game design from zero, taught in pictures. You will not read about games. You will look at how they actually work and build one this week.
You build first and read second. The hands teach the head.
A broken playtest is a free lesson. Nobody is graded on "fun."
Small steps, no all-nighters. One change at a time, every time.
Paper, pens, anyone. Talent is everywhere. Access usually isn't.
Every designer, from your bedroom to a studio in Copenhagen, runs the same four-beat cycle. Memorize this picture. The whole course is just doing it on purpose.
Three games. Each one teaches the next layer by forcing you to make it. Same rule every time: graded on your process and your written rules, never on whether it slaps.
Build a whole game around ONE rule. Strip everything else. See how much depth one good idea can hold.
Pick a feeling first (dread, greed, joy). Reverse-engineer mechanics that make players feel it.
Put players inside one real person's view of a real system. Do the research. Make them feel it.