The Final Project

The final is not "make a big videogame."

Make one action feel undeniable.
Practice - what you do

The Requirement

One or two verbs, maximum. Strong feedback. Clear Arc. A small slice with a real identity.

The final is proof that you understand videogames as a medium, not as a mood board.

What "Undeniable" Means

When you play the final, the action should feel right. Not "good enough." Not "it works." Right.

The jump lands exactly when it should. The dash has exactly the punch it needs. The feedback tells you exactly what happened. The Gesture is complete.

You'll know it when you feel it. So will we.

What the Final Is NOT

It's not a complete videogame.

No one expects levels, progression, menus, or polish. Those are production concerns. This is a design course. We're looking for design clarity, not shipping readiness.

It's not a tech demo.

Implementing five mechanics poorly is worse than implementing one mechanic well. Restraint is the skill. Saying "this is what my videogame IS" requires saying "this is what my videogame ISN'T."

It's not a concept.

"I wanted it to feel like..." is not the final. The final is what it actually feels like. Intent without execution is not design.

The Components

The Build

A playable prototype. Ideally 30 seconds to 2 minutes of focused experience. Long enough to feel the action. Short enough to be tight.

The Articulation

A brief written or verbal explanation of:

The articulation proves you can name what you made - that you understand it, not just that you stumbled into it.

Examples of Scope

A platformer final might be:

  • One character
  • Walk, jump, maybe one more ability
  • A single room or short sequence
  • Clear feedback on every action
  • 30 seconds of intentional experience

An action final might be:

  • One attack, one enemy type
  • A single arena
  • Hitstop, screen shake, sound design
  • Clear consequences for hitting and being hit

A puzzle final might be:

  • One mechanic
  • Three puzzles that teach and test it
  • Clear feedback when the solution clicks

Notice: all of these are small. Small is the point.

The Question We're Asking

When we play your final, we're asking one question:

Does this person understand what a videogame is?

Not "is this marketable?" Not "is this finished?" Not even "is this fun?"

Does this person understand that videogames are a medium of action? That the design lives in the Gesture? That the feel is the form?

If yes, you've succeeded. If no, we talk about why.


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