META24 WORKFORCE LAB · GRADED TO THE CORE · PROJECT-BASED · A COURSE IN ESPORTS & GAME DEVELOPMENT · MIDDLE SCHOOL · UPPER SCHOOL · GRADE 6–12 · 0.5 CREDIT · META24 LAB COMPETENCIES
World Building
The World · the world · in Level Up · Esports & Broadcasting
10 weeks of Level Up · Esports & Broadcasting: World Architecture · The Zone Spec · Team Build · Sprint I — Greybox First · The Playtest-Gate …
The weeks are the course’s own, read from the lab; the catalog pads the last weeks with the capstone and the floor so the course fills a whole term.
THE MIX · HOW MUCH OF EACH CORE SUBJECT THIS COURSE CARRIES · IN ORDER
CODING & AIMATHTECHNOLOGY & TRADESBUSINESS & ENTERPRISEREADING & WRITINGSCIENCEART & DESIGNHISTORY, GEOGRAPHY & HUMANITIES
The squares are a picture of a course — how much of each core subject its own rooms carry, read from the rooms’ text — never a score of a student. Every course in a lab is graded to the core across the board; the squares say which columns it feeds most.
WHAT YOU WILL BE ABLE TO DO
- Building one obby is one thing; building a campus other people also build is another
- You don’t build whatever you feel like — you take a TICKET off the build board with a written spec, and every zone ticket has the same non-negotiables baked in
- A World zone is built by a TEAM — which means the hardest part often isn’t the building, it’s the working-together
- The rookie move is to detail one gorgeous corner
AT A GLANCE · 18 WEEKS
Q1 World Architecture → Accessibility & Performance — The assignments · weeks 1–9
Q2 Ship It → The floor — The assignments · weeks 10–18
ALSO IN ESPORTS & GAME DEVELOPMENT · LEVEL UP · ESPORTS & BROADCASTING
A semester
18 WEEKS · TWO QUARTERSQuarter 1 · World Architecture → Accessibility & Performance
WEEKS 1–9THE WEEKS · THE ROOMS EACH ONE OPENS
WK 1World ArchitectureTHE WORLD · THE WORLD
Building one obby is one thing; building a campus other people also build is another. This week is how a big world is organized so a whole crew can work in it without stepping on each other.
WK 2The Zone Spec
You don’t build whatever you feel like — you take a TICKET off the build board with a written spec, and every zone ticket has the same non-negotiables baked in. Play Spec or Scope-Creep to learn the line.
WK 3Team Build
A World zone is built by a TEAM — which means the hardest part often isn’t the building, it’s the working-together. This week is how a crew builds one thing without chaos. Play the collaboration game.
WK 4Sprint I — Greybox First
The rookie move is to detail one gorgeous corner. The pro move is to GREYBOX — block out the whole zone in plain gray parts first, playtest the layout, and only THEN make it pretty.
WK 5The Playtest-Gate
This is the law of the whole lane: nothing merges into the live World until it survives a hostile 10-kid playtest. This week you run one for real, log it, and learn to treat a brutal playtest as a gift.
WK 6Sprint II — Detail to the World
The layout passed the gate — NOW you beautify it, but not any way you like. You detail it to fit the World’s shared look, and you add detail that reads clearly instead of cluttering. Play “Fits the World?”
WK 7Wire the Signature
A zone isn’t just a pretty room — it has ONE signature interactive that makes it worth visiting (the welding bead-run, the breathing sync, the store shelf).
WK 8Sprint III — Bug Bash
The zone is built and detailed — now you POLISH it on purpose. A bug bash is the team hunting problems before the gate does. Play the triage game, then bash your own zone.
WK 9Accessibility & Performance
The World is for every kid — including the one on the oldest device and the one who can’t tell red from green. This week is the accessibility + performance pass that no zone skips.
THE PROJECT · WHAT THE QUARTER IS FOR
The assignments · weeks 1–9
The question. What does The World ask you to be able to do by week 9?
The make. Every week's assignment and the quiz as practice: World Architecture · The Zone Spec · Team Build · Sprint I — Greybox First …
The evidence. Handed in through The World inside Level Up · Esports & Broadcasting, kept in My Work; the Report reads it from there.
Quarter 2 · Ship It → The floor
WEEKS 10–18 · IN THIS OFFERINGTHE WEEKS · THE ROOMS EACH ONE OPENS
WK 10Ship ItTHE WORLD · THE WORLD
The finish line the real way: your zone passes the gates, merges into the live World, and your crew’s display names go up in the Credits Hall. Then you defend the whole journey — because shipping is a skill too.
WK 11–18The floor
The floor: the work is done in the room, logged in the room, kept in My Work.
THE PROJECT · WHAT THE QUARTER IS FOR
The assignments · weeks 10–18
The question. What does The World ask you to be able to do by week 10?
The make. Every week's assignment and the quiz as practice: Ship It · The floor
The evidence. Handed in through The World inside Level Up · Esports & Broadcasting, kept in My Work; the Report reads it from there.
A course is a quarter, a semester or a year — nine, eighteen or thirty-six weeks — a project a quarter. Offered as the year, a semester or a quarter, it is the same course seen through a window. A lab is a family: its year, each of its tracks as a course, and its rooms. The evidence is what a student hands in through the room; the Report reads it from there. Nothing in the catalog is a grade.
THE PASS · THIS COURSE AND EVERY OTHER ONE
One pass includes World Building and every course in the catalog. Pick a pass, or enter a school code; checkout stays on this page.