🚧 Heads up (Aug 2026): Day 2 is now 3 instructor-led tracks, not the 4 paths below. This page predates that change and gets its own rework after Day 1's materials ship — treat the outlines below as raw material, not the plan.

Multi-path, partner-led. Attendees pick ONE path and build it end-to-end. Cap ~10 per path.

Plan-level only — each partner expands their path into a full lesson plan (tracker §6) and a branch-chain repo.

Shared shape for every path: own repo (degit/CLI scaffold), main starter → step-* checkpoints → final. Same catch-up + stretch-goal model as Day 1. Each ends with a cross-path show & tell.


A · Game · accessible

Hook: build a small, actually-playable 3D game in an afternoon.

Who it's for: anyone who wants the fun/interactive track. Forgiving for mixed skill.

Ecosystem libs: @react-three/rapier (physics), a character controller (e.g. ecctrl), zustand (score/game state), drei (KeyboardControls, Environment).

Build arc:

  1. Scene + ground + a player object.
  2. Input + movement + a follow camera.
  3. Physics, collisions, things to bump into.
  4. Game state — score, win/lose — with zustand.
  5. Polish — a UI overlay, a sound, a reset.

Ships: a playable loop with a clear goal (collect / reach / survive).

Stretch: levels, an enemy, mobile/touch controls.

Partner prep: pick ONE simple concept (collectathon, endless runner, knock-the-stack) and pre-build the finished version; decide on any assets early.


B · Scroll-telling · accessible