Game Design Learning Events Through 2025

We run hands-on workshops and talks throughout the year. Most of them happen in Taoyuan, but we've also started streaming some sessions for people who can't make it in person. These aren't lectures—they're working sessions where you'll actually build mechanics and troubleshoot design problems alongside other creators.

Upcoming Sessions This Year

August 16, 2025

Progression Systems Workshop

We'll spend three hours building different progression curves and testing them. Bring a laptop—you'll need a spreadsheet tool and maybe Unity if you want to prototype quickly.

  • Location: Taoyuan Studio, Minquan Rd
  • Time: 2:00 PM - 5:00 PM
  • Capacity: 18 participants
  • Focus: Player advancement design
September 22, 2025

Monetization Without Breaking Trust

This one's tricky to talk about, but it matters. How do you make money from a game without your players feeling manipulated? We'll look at real examples—both good and terrible.

  • Location: Remote session via stream
  • Time: 7:00 PM - 9:00 PM
  • Format: Discussion and case analysis
  • Materials: Case studies provided
October 14, 2025

Combat Feel Deep Dive

Why does hitting something in one game feel amazing and in another game feel like clicking a button? We'll break down timing, feedback, and all the tiny details that make combat satisfying.

  • Location: Taoyuan Studio, Minquan Rd
  • Time: 1:00 PM - 4:30 PM
  • Capacity: 15 participants
  • Bring: Controller or mobile device
November 19, 2025

Mobile Control Schemes

Touch controls are still weird. We'll experiment with different approaches and figure out what actually works for different game types. Lots of prototyping in this session.

  • Location: Hybrid (in-person and remote)
  • Time: 3:00 PM - 6:00 PM
  • Tools needed: Mobile device for testing
  • Focus: Touch interface patterns
January 24, 2026

Retention Mechanics Analysis

What makes players come back tomorrow? We'll analyze retention strategies from successful mobile games and build simple models to test different approaches.

  • Location: Taoyuan Studio, Minquan Rd
  • Time: 10:00 AM - 1:00 PM
  • Capacity: 20 participants
  • Materials: Analytics case studies
February 15, 2026

Tutorial Design That Doesn't Bore People

First impressions matter more than most designers think. We'll workshop different tutorial approaches and test them with actual new players who've never seen your game before.

  • Location: Remote session via stream
  • Time: 6:00 PM - 8:30 PM
  • Format: Live testing and feedback
  • Participants can submit games
Portrait of Darrick Faulksen presenting at game design workshop

Darrick Faulksen

Lead Workshop Facilitator

Darrick ran live ops for a puzzle game that kept players engaged for an average of eight months—which is pretty unusual in mobile. He's good at explaining why certain mechanics work without using too much jargon.

Before joining our team in 2023, he worked on three different mobile titles that launched in Asian markets. One of them completely failed, which turned out to be more educational than the successful ones.

He leads most of our in-person sessions and has a talent for spotting design problems before they become expensive mistakes.

Progression Design Player Psychology Mobile Monetization Live Operations

Common Design Problems We Address

What People Struggle With

Players Drop Off Quickly

Your first day retention is below 30% and you can't figure out why. Usually it's the tutorial, but sometimes the core loop just isn't clear enough in the first few minutes.

Monetization Feels Wrong

You need to make money but every approach feels manipulative or predatory. Finding the balance between sustainable business and player respect is genuinely hard.

Mechanics Don't Click

Something feels off about your core gameplay but you can't identify the specific issue. Often it's about timing, feedback, or the reward schedule.

Scope Keeps Growing

Your design document keeps expanding and you're not sure what's actually necessary. Feature creep kills more projects than bad ideas do.

How We Work Through Them

Test With Real Players Early

We bring in people who've never seen your game and watch them play without guidance. You'll learn more in thirty minutes than in weeks of internal testing.

Study Successful Models

Look at games that monetize well without burning player trust. We analyze specific examples and figure out what principles you can adapt to your context.

Break Down the Feel

We systematically adjust timing, visual feedback, sound, and rewards until we identify exactly what's causing the disconnect. Sometimes it's a 50ms delay that ruins everything.

Build a Priority Matrix

We map every feature by effort versus impact and cut ruthlessly. Your first version needs maybe 40% of what you think it needs.

Recent Workshop Sessions

Participants working on mobile game prototypes during workshop session

March Prototyping Session

Testing different control schemes for a puzzle game concept

Workshop attendees analyzing game mechanics on screen displays

April Analysis Workshop

Breaking down retention mechanics from successful mobile titles