Gameplay Systems
Physics Feel Bootcamp (PC)
You iterate on grounded movement and interaction weight using PC-first test rigs. Assignments favor keyboard/mouse and common gamepad profiles, documenting feel targets numerically where it helps.
KRW 710,000 · informational only on this static site
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Features
- Feel target vocabulary sheet
- Camera coupling experiments
- Input buffering and coyote time sanity bounds
- Profiler-friendly iteration loops
- Regression clips for movement changes
- Debug camera presets for capture
- Hazard class taxonomy
Outcomes
- Documented feel targets for your core movement
- A clip-based regression habit
- Cleaner profiler readings during tuning week
Mentor of record
Jonas Meyer
Lead game design mentor focused on tactile PC combat and puzzle pacing.
FAQ
Advanced physics engines?
Concepts apply broadly; demos assume common rigid-body setups.
Vehicle physics?
Out of scope except a brief appendix reading list.
Hardware?
Bring the controllers your players actually use; exercises note common variants.
Experience notes
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“Coyote time bounds exercise finally aligned design and eng on the same numbers.”