
Lecture W1T1: Press Start
August 25, 2026
LECTURE 1-1 // PRESS START
In this session:
Then on Thursday we open the engine and start building.
Lucas P. Cordova, Ph.D.
What I work on:
Games are the most demanding software most of you will ever write:
Every architecture idea in this course, abstraction, events, state machines, components, data-driven design, earns its keep on screen, where you can see it work.
Interview your neighbor, then introduce them to the class.
Pair up with someone you did not arrive with. You have 3 minutes per partner to learn:
Ask your partner:
“What game have you put the most hours into, and what keeps pulling you back?”
Any game counts: video game, board game, sport, phone puzzle. Listen for the loop:
That action-reward cycle is the core loop, and it is the beating heart of every game your teams will build this semester.
3 minutes per partner.
Format for your 30 seconds:
Remember these answers. When we form teams, “what loops do we love” is a better starting point than “what engine features look cool.”
30 seconds per introduction.
This course explores interactive game systems through rapid prototyping and iterative design using Godot and GDScript. You will extend what CS 152 taught you, abstraction, data structures, event-driven programming, modular organization, inside a real engine: scene composition, signals, state machines, components, and data-driven design. Then, in a team of two, you will design, build, playtest, and publicly ship an original game.
This is not a course about playing games. It is a course about the software architecture that makes them run, and the discipline that gets them finished.

Act I makes you dangerous in Godot, one system per lab. Act II is a studio: your team ships a game through milestone gates, with playtests and stakeholder reviews driving every sprint.
| Component | Weight |
|---|---|
| Individual labs (6) | 25% |
| Team project milestones | 30% |
| Final release, showcase, postmortem | 15% |
| Stakeholder reviews (feedback you give) | 10% |
| Playtesting and participation | 10% |
| Sprint reports and peer evaluations | 10% |
| Total | 100% |
There are no exams. Your grade is earned by building, shipping, and critiquing games. A C- or better is required for university credit.
Six individual labs, one system each, weeks 1 through 8:
| Lab | System | Artifact |
|---|---|---|
| 0 | Tooling + GDScript | Your first scene |
| 1 | Game loop, input, collision | Paddle game |
| 2 | Scenes, instancing, signals | Brick breaker |
| 3 | State machines | Platformer |
| 4 | Components + data | Component kit |
| 5 | UI + game feel | Menus and juice |
Labs are individual: no shared code, and every one produces something playable.
Every project has two peer stakeholders: students from other teams, assigned at proposal time, who serve as that project’s clients and critical friends all semester.
Critique is a collaborative skill. Here, it is a first-class graded one.
| Date | What |
|---|---|
| Fri Sep 4 | Last day to Add/Drop (5pm) |
| Thu Oct 8 | Project proposal due; stakeholders assigned |
| Thu Oct 15 | Prototype due; Stakeholder Review 1 |
| Tue Nov 3 | Advising Day, no class |
| Thu Nov 5 | Alpha due; Stakeholder Review 2 |
| Thu Nov 19 | Beta due; Stakeholder Review 3; content lock |
| Thu Nov 26 | Fall Break, no class |
| Thu Dec 3 | SHOWCASE: presentations + arcade session |
| Fri Dec 11 | Final release + postmortem due (no final exam) |
Lab 0: Press Start is assigned today, due Tuesday, September 1, 9:59 PM via Canvas:
Also before Thursday: read the syllabus in Canvas, and skim the Godot introduction. Thursday we open the engine: nodes, scenes, and the scene tree.
