Walk the level. Earn the gates.
Production laid out as one long side-scroller, and you play it. A and D to move, W or space to jump, E at a station to open it. Each station has a gate you cannot walk through until you have cleared its lessons and written its field brief — so the level only opens as far as you have actually gone. Past the goal flag there's a bonus area on game dev and AI.
The whole craft, in plain words.
No links, no videos, no jargon walls. Each piece is a short read that gets you to the point where you can actually go do the thing. Start anywhere; the track will point you at the right ones.
Everything you've pinned.
Concept art, screenshots, references and notes, gathered from every station. Switch to the storyboard to lay frames out in order and caption the beat.
Tools, and what they're for.
The short list a solo dev or small team actually needs. Pick one per job and stop shopping — the tool is never the reason a game does or doesn't ship.