CRITICAL MAKING

A THREE-HOUR WORKSHOP IN FOUR ACTS

Critical Making: Grammars, Hypertext, and Play in the Age of AI

Make a hypertext in Twine, a grammar in Tracery, and a sketch in p5.js. Then hand the grammar to an agent and turn it into an object you can hold: a printed cryptex or flower spinner whose rings are the rules you wrote.

ACT I · PAPER

Passages

Index cards, string, and a hypertext with choices that count.

Twine + Harlowe

ACT II · TEXTILE

Patterns

A grammar is a pattern: symbols, rules, and the pieces that repeat.

Tracery

INTERMISSION + BREAK · BETWEEN ACTS II AND III

Demo: Claude Code as power tool

We'll build something complicated together, then let it finish on auto mode while we keep making. It keeps working through a 15-minute break and Act III, and we check what it did in Act IV.

ACT III · ZINE

Sketches

Shapes, clicks, and drifting text. Fork it, credit it, give it away.

p5.js

ACT IV · GAME

Agents

Work with an agent to unflatten the grammar into a 3D print, and keep track of who decided what.

Claude Code + OpenSCAD

BRING

SOURCES