Speaker notes (0:05, about 30 seconds). Studio A concept talk: 15 slides, about 18 minutes. The last six slides are for Studio B's mini-lessons. Last week you vibe-coded a page and published it. This week you learn the two habits that make everything after it possible: giving the AI clear directions, and saving your work so a bad change can't hurt you. Then you'll build a game in one hour.
Speaker notes (about 1 minute). Hand out or point to the printed Safe Loop card (resources/safe-loop.md). This week every step of it gets used. The two new ones are Plan (ask for a plan before code) and Commit (make a save point).
Speaker notes (about 1 minute). Imagine handing a job to a talented contractor who has never met you. "Make a game" gets you something. Is it the game you wanted? No way to know, because you never said what "done" looks like. The AI is in exactly that position every time you send a message, unless you use last week's first habit and invite it to ask you questions first.
Speaker notes (about 1.5 minutes). These four parts come from how professional AI coding guides structure prompts; OpenAI's Codex guide uses the same goal, context, constraints, done-when structure (https://learn.chatgpt.com/guides/best-practices). "Done when" is the most important and the most often skipped. It turns "looks fine" into something you can test. It's also what you'll check in the Test step.
Speaker notes (about 1.5 minutes). Read both aloud. Ask: what would the AI do with the first one? It might change the colors, add sound, rewrite everything. You'd have no way to tell if it "worked". The second one is longer to write and faster overall, because you can test it in ten seconds and you know exactly what changed.
Speaker notes (about 1.5 minutes). Callback to last week's context window. Most "the AI is being dumb" moments are really missing information: you changed the file by hand, or restored an old version, and the AI is still working from its own memory of the file. Rule of thumb for this week: every step prompt includes the complete current file, unless you're in the same chat and nothing has changed since its last answer. "It doesn't work" is the weakest possible bug report. The AI then guesses, often by rewriting large parts of the file, which creates new bugs. The four items are what any helper, human or AI, needs.
Speaker notes (about 1.5 minutes). Kazemitabaar et al. (Koli Calling 2023) logged 33 learners using an AI code generator. Those who generated whole solutions from a single prompt got the best first-try correctness, but the lowest correctness on the later tasks where they had to modify code. Source: https://arxiv.org/abs/2309.14049 The same study found learners reached for the AI before writing any code themselves in 92% of 760 tasks. You will always need to change your code later: fix a bug, add a feature. Small steps keep it changeable, and you understand each piece as it arrives.
Speaker notes (about 1 minute). Fixing a plan costs seconds. Fixing code built on a bad plan costs an hour. In the lab you'll compare the AI's plan with the sample plan in the game menu, and change at least one thing. Common edits: make step 1 smaller (layout only), drop features you can't test, split big steps.
Speaker notes (about 1 minute). Long, muddled conversations make the AI worse, not better: the context fills up with failed attempts. After two misses, a fresh chat with your working code and a precise description almost always beats "still broken, try again" number three. Vendor guides give the same advice; Anthropic's Claude Code best practices say that after two failed corrections you should clear the context and write a better prompt (https://code.claude.com/docs/en/best-practices).
Speaker notes (about 1 minute). Git is the tool that tracks every version of your project. GitHub stores your git projects online. Every game you've played with save slots works the same way. The difference from "Undo": undo is one long chain you can lose. Save points are named, permanent, and you can jump back to any of them.
Speaker notes (about 1 minute). You already made commits last week: every time you clicked "Commit changes" on GitHub. Today you'll make one after every working step of your game. Your commit messages become your history's table of contents. "Step 3: snake grows when it eats" is useful at 11 p.m. "update" is not.
Speaker notes (about 1 minute). A diff shows exactly what changed between two versions. In github.dev, click a changed file in Source Control to see it. On screen, lines starting with minus are removed and lines starting with plus are added, so you don't need to see the colors. This is the Read step. You don't need to understand every line yet. Ask: is the change about the size I expected? Did it touch things I didn't ask about? If yes, ask the AI why before you commit.
Speaker notes (about 1 minute). Demo it live: open your repo, press ".", show Explorer, a file, the Source Control panel and the Commit & Push button. github.dev can't run code (no terminal); that's Codespaces, in week 3 onward. It's perfect for editing, reading diffs and committing.
Speaker notes (about 1 minute). The timer is real and it's visible. But the score isn't about finishing: Game in an Hour is graded on effort, like every studio. A game that stops at step 3 with clean save points is a full-credit hour. Game ideas and sample plans are in the game menu. First time coding? Pick a one-star game.
Speaker notes (about 30 seconds). Open the week 2 lab, Studio A section. Next: a 10-minute demo of step 1, then the timer starts.
Speaker notes. Slides for Studio B's mini-lessons. "Going back" before Part B1, "Assisted-by" before B2, "Comparing two models" before B3, "Prompt makeover" before B5, "Homework" at the end.
Speaker notes (about 1.5 minutes, then the 3-minute restore demo). Walk through the path briefly; the lab has exact clicks. The key idea: you don't delete the bad commit. You add a new commit that puts the file back. History stays honest, and you can still look at the broken version later. git revert is the real command for this; you'll use it in week 4 in Codespaces. Today we do it by hand on github.com so you see what it means. This is the moment students remember: you break your game on purpose and bring it back.
Speaker notes (about 1.5 minutes, before Part B2). Open-source projects including LLVM, OpenStack, OpenTelemetry and Fedora have adopted this line in commit messages (https://allthingsopen.org/articles/open-source-ai-contributions-assisted-by-git-trailer-standard). It isn't a confession. It tells a reviewer, including future you, which changes to read most carefully. In github.dev: Enter adds a new line; Ctrl+Enter or Cmd+Enter commits. On github.com, the line goes in "Extended description". Leave it off for changes you made entirely by hand, and for restores.
Speaker notes (about 1 minute, before Part B3). Send one prompt to two assistants for your next step. Test both. Don't trust either one's claim that it's done. The point isn't to crown a winner model; results change monthly. The point is that you are the judge, and "Done when" is your measuring stick.
Speaker notes (about 1 minute, then the worked example in lab Part B5). Walk through the worked example together, then everyone rewrites prompt A alone and swaps with a neighbor. B, C and D are homework. The rewrites are AI off because writing a good prompt is the skill you're practicing. You test one with an AI afterwards.
Speaker notes (about 1 minute, end of Studio B). Details in the week 2 homework, with a checklist and a time plan. Two new habits for the feature. Check first: write your own "Done when" before you ask the AI for anything, so the AI's work is checked against your idea, not its own. Teach back: before each commit, write two or three sentences in PROMPTS.md about what changed and why. In one study, students whose tool required a short explanation before AI code could be added did much better on a later AI-off maintenance task (Sankaranarayanan, arXiv 2602.20206). The reading is Simon Willison's post on the golden rule.