Capstone: Build the Whole Game
The Grand Assembly
Lesson 1
Death, Checkpoints & the Killzone
Build: Make falling off the world cost something, and make trying again cheap

Lesson 2
The Goal & Data-Driven Level Flow
Build: A finish line, and a campaign you reorder from the inspector

Lesson 3
Building Levels with TileMapLayer
Build: Assemble a real level the way the project does

Lesson 4
Parallax Backgrounds
Build: Depth with a sky that drifts slower than the camera

Lesson 5
Music: Fade-In & Death Duck
Build: An autoload track that swells in and ducks on death

Lesson 6
Screen Transitions
Build: A clean fade between scenes instead of a hard cut

Lesson 7
Main Menu, Options & Pause
Build: The shell that wraps the game into a product

Lesson 8
Playtest, Balance & Ship-Ready Polish
Build: Tune the four-level arc and get it ready to publish
