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
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
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
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
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
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
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

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.
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.
What's Shifting in Mobile Game Design
Shorter Session Design
Players are leaning toward games they can meaningfully engage with in under three minutes. This doesn't mean simpler games—it means tighter core loops and better segmentation of activities. The days of requiring fifteen-minute minimum sessions are fading for most mobile genres.
Transparent Monetization Wins
Games that clearly explain their monetization up front are seeing better long-term retention than those that hide it. Players appreciate knowing what they're getting into. The "surprise them with purchases later" approach is backfiring more often now.
Async Social Features
Real-time multiplayer is expensive and complicated. More successful games are building social features that don't require simultaneous play—leaderboards, ghost racing, shared challenges. Players still want to compete, but on their own schedule.
Platform-Specific Design
The assumption that you can design once and deploy everywhere is becoming less viable. iOS and Android players have different expectations and behaviors that might require separate design considerations beyond just technical implementation.
Recent Workshop Sessions

March Prototyping Session
Testing different control schemes for a puzzle game concept

April Analysis Workshop
Breaking down retention mechanics from successful mobile titles