Game development track
Work tasks
Implement and test game systems, use an engine and source control, create or integrate assets, profile performance, run playtests, and document production handoffs.
Required capabilities
- Compute and graphics appropriate to the chosen engine and target platform
- Storage for engine versions, source assets, builds, and backups
- Accessible editor, viewport, debugging, and collaboration workflows
- Input and output options that support testing without making one physical interaction method mandatory
Plan
Separate requirements for programming, art, audio, design, testing, and target-platform builds. A minimum configuration must run the real learning tasks reliably; preferred capabilities must be tied to a documented barrier or workflow gain. Review accessibility needs before comparing systems.
Duet architecture provenance
For the Veiled Dominion / Duet development path, use the Duet development provenance guide. The current Duet Hackathon is the production/playtest build. The architecture lab is the extraction/validation layer, and the permanent Loptr Lab engine receives only validated reusable systems.
Do not model this as a direct production-to-engine fork. Preserve provenance and test the boundary between presentation-specific Duet code and reusable engine architecture.
Xbox development workstation path
For a Windows and Xbox game track, use a Windows x64 PC for editing, builds, debugging, and local PC playtests. An iPad can remain the planning and remote-access device, but the GDK Visual Studio extensions require x64 Windows; ARM Windows devices are unsupported for those extensions. Microsoft lists Windows 10/11 64-bit for Xbox builds, at least 30 GB free for the GDK installation, the Windows SDK, Visual Studio, and the GDK. Microsoft PC requirements · Microsoft tool requirements
| Phase | Capability and equipment | Decision point |
| PC prototype | Windows x64 desktop, suitable CPU/GPU for the chosen engine, accessible display/input, NVMe storage, backups, and wired networking | Test representative Duet or other game builds before committing to a model. |
| Comfortable local development | Planning target: 8-core-class CPU, 32 GB RAM, 1–2 TB NVMe SSD, and a discrete GPU appropriate to the engine. These are planning targets, not Microsoft minimums. | Compare the real engine workload, warranty, upgrade path, and accessibility setup. |
| Xbox console build | GDK with Xbox Extensions, approved program access, and an Xbox development kit; connect workstation and kit by Ethernet on the same switch/subnet. | Pursue ID@Xbox registration and concept review before budgeting for restricted console hardware. |
Microsoft recommends an NVMe SSD, Cat 6a cabling and a shared Ethernet switch for console deployments; 10 GbE is an optimization for supported dev kits, not a baseline purchase. A retail Xbox in Developer Mode serves a narrower UWP test path and does not substitute for the full GDK console workflow. Microsoft workstation guidance · GDK setup · UWP FAQ
See the dated Xbox workstation purchasing example for an indicative price range, reputable purchasing channels, and quote checks. Keep the final funding request tied to documented work tasks and current quotes.