Gameplay Systems

Physics Feel Bootcamp (PC)

5 weeks · labs · Labs

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

Request syllabus by email
Physics Feel Bootcamp (PC) cover

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
Jonas Meyer, mentor

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

  • “Coyote time bounds exercise finally aligned design and eng on the same numbers.”

    — Owen