Probability & game math · Katowice

Math you can actually use to build fair, fun systems.

ProbaLab turns intimidating probability into intuition. Expected value, random number generation, drop rates and variance — explained visually, with worked examples from real game systems, for designers and curious players.

E[X] = Σ x·P(x) 9h video + worksheet pack self-paced
The syllabus · six modules

What you'll learn

No prerequisites beyond arithmetic. Each module builds one clear idea and shows it running inside a real game mechanic.

01

Probability, the honest way

Sample spaces, independent events and why "1 in 100" almost never means what players think it does. We build intuition first, notation second.

P(A)independencecomplements
02

Expected value & averages

What a system pays out "on average", how to compute it, and how averages hide the swings players actually feel. The core tool for balancing rewards.

E[X]weighted avgpayoff tables
03

Random number generation

How RNG really works under the hood, uniform vs. shaped distributions, seeds, and the difference between "random" and "feels random" to a player.

uniformseedsshaping
04

Drop rates & loot tables

Designing reward tables that read well, pity systems and pity math, and how tiny rate changes ripple across a full play session.

drop ratetablespity
05

Variance & player feel

Why two systems with the same average feel completely different. Standard deviation as a design dial for tension, streaks and fairness.

σ (sigma)streaksspread
06

Balancing a real system

Put it together: model a small reward economy end to end in a spreadsheet, tune it, and read what the numbers are telling you.

modelingspreadsheetstuning
Sample lesson · module 04

Reading a drop table like a designer

Say a chest rolls one item from four tiers. Players see "rare — 5%" and expect it soon. You, the designer, need the whole picture: how often each tier lands, what a player earns on average per open, and how long an unlucky streak can run.

Start with the expected value of a single open. Assign each tier a value, weight it by its probability, and sum:

E[open] = Σ value(tier) × P(tier)

Change one rate and the whole feel shifts. That's the lesson — the chart on the right is live math, not decoration. Every module ends with a small model like this you can open, poke and break.

Enroll to get the full lesson
The method

How it's taught

Short lessons, one idea each, always tied to something you can see move. You learn by adjusting numbers, not by memorising proofs.

Visual first

See it before you formalise it

Every concept opens with a diagram or a simulation. The formula arrives only once the picture already makes sense, so notation stops being scary.

Bite-size

6–11 min lessons

Watch one, try it, move on. No lecture marathons.

A learner working through worksheets with simple charts and graphs at a bright desk
Interactive

Poke the numbers

Sliders and small models let you change a rate and watch the outcome shift instantly.

Worksheet pack

Practice on real systems

Downloadable spreadsheets and exercises rebuild each idea for a mechanic of your own — a drop table, a crit system, an event reward — so the math sticks by doing.

Who teaches
Instructor

Built by a designer who kept redoing the same spreadsheets

ProbaLab grew out of years of balancing reward systems and explaining the same probability ideas to teammates over and over. The course is the explanation done properly once: plain language, worked numbers, and the shortcuts that only come from shipping systems and watching players react to them.

The goal isn't to turn you into a mathematician. It's to make you comfortable reasoning about randomness — so when a system feels off, you can open a sheet, find the number that's wrong, and fix it with confidence instead of guesswork.

An educator sketching simple diagrams and equations in a bright study space
9hof self-paced video across six modules
40+worked examples from real game systems
12downloadable worksheets & spreadsheets
0prerequisites beyond arithmetic
From the desks · designers who took it

What it changes on the job

Not "I finished a course" — designers who now open a sheet, find the number that's off, and tune a system on purpose.

I used to set drop rates by feel and hope the swings averaged out. Now I write the expected value first, then read the variance to see how bad a dry streak can get — and I can defend every number in review instead of shrugging.

Marta Zielińska Systems designer · live-ops RPG

The variance module was the click for me. Two reward tables with the same average felt like completely different games, and now I know exactly why — and which dial to turn when a system feels too swingy or too flat.

Tomáš Beran Economy designer

I came in scared of the notation and left building a full reward model in a spreadsheet over a weekend. The visuals-first order really works: I saw each idea move before a single formula showed up, so the math finally stuck.

Ada Owusu Game design student
Pricing · one-time, lifetime access

Pick your pack

Buy once, keep it for good — including future lesson updates. Prices in Polish złoty (zł). Payment is arranged after you enroll; the form never asks for card details.

Course

449 
  • All six modules · 9h of video
  • Interactive in-lesson examples
  • Worksheet & spreadsheet pack
  • Lifetime access + updates
Enroll — Course
best value

Course + Ebook

579 
  • Everything in the Course
  • Companion ebook: formulas, tables & recipes
  • Printable quick-reference cards
  • Priority answers on your questions
Enroll — Course + Ebook
Questions · answered plainly

Before you enroll

No toggles to hunt through — every answer is open on the page, the way a good worksheet lays it all out.

01

Do I need any math background?

No. If you're comfortable with basic arithmetic and can read a spreadsheet, you're ready. Every idea is built up from scratch, visually, before any formula appears.

02

Is this about game systems or something else?

Strictly game-design math. RNG, drop rates, loot tables and variance are treated purely as tools for building fair, satisfying game systems — the numbers a designer picks, never money riding on a result.

03

How long do I have access?

Access is lifetime. Watch at your own pace, revisit lessons whenever a system puzzles you, and get future updates to the material at no extra cost.

04

What's in the worksheet pack?

Twelve downloadable spreadsheets and exercises. Each rebuilds a lesson's idea for a real mechanic — a drop table, a crit chance, an event reward — so you practise the math by tuning something that behaves like a game.

05

How does payment work?

You enroll through the form, then we email a payment link. Nothing is charged up front, and the form never collects card numbers. Once payment clears, your access and downloads arrive by email.

06

Still have a question?

Write to [email protected] and a person who built the lessons will answer — usually within a day.

Enrollment

Enroll now

Tell us where to send access and which pack you'd like. We'll reply from [email protected] with a payment link — usually within a day.

Course449 zł
Course + Ebook579 zł
Accesslifetime + updates
Deliveryonline, by email

Prefer to ask first? Write to [email protected] or call +48 784 319 024.

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