All articles (43)

Music guide

Building a beat with kick, snare and hi-hat

Compare drum placement and input targets at 120 BPM, hear half-time and tempo changes separately, and distinguish a mixed WAV, individual stems and scheduled event times.

Updated 2026.10.17 · 5 min read
Research reading

MDA: connecting game rules and player experience

An MDA analysis of a timing-game example, connecting rules, interactions and experience while keeping observed behavior separate from participants' impressions.

Updated 2026.10.17 · 5 min read
Technical reading

Scheduling web audio with two clocks

An explanation of two-clock audio scheduling based on Chris Wilson's technical guide. Includes a four-beat example at 120 BPM and the trade-offs of different scheduling horizons.

Updated 2026.10.17 · 5 min read
Production guide

Making a small game: from first input to a complete round

How to build a small game, drawing on the Experimental Gameplay Project, Arkadium's prototype process and Godot's official tutorial. Covers design questions, technical risks, state transitions, restarting, production scope and completion criteria.

Updated 2026.10.17 · 17 min read
Technical analysis

How rhythm games connect music, input and hit detection

How rhythm games connect audio tracks, charts, target times, inputs, hit detection and feedback, with a step-by-step approach to investigating visual and audio sync problems.

Updated 2026.10.17 · 6 min read