Skip to content

Ages 12–18 · Game Development

La3ib Course

Build games other people actually play.

Three terms in Scratch, going properly deep rather than hopping between tools. Students go from moving a sprite to writing their own game engine, and every term ends with other people sitting down to play what they made.

  1. Cadet
  2. Driver
  3. Engineer
  4. three terms, 10 sessions each
Group size
Six students per instructor, capped.
Where to start
Nobody is placed on paper. Tell us where your child is and we agree the level together before they start.
What to bring
Nothing to buy. Scratch runs in a browser and is free forever, so everything built here can carry on at home on any laptop.

The stations

Three levels, one course.

A student joins where they are and moves up a level each term. Nobody repeats a year, and nobody starts from scratch twice.

1

Cadet

First playable game · Usually 12–14

10 sessions

For students who have never made a game. No coding experience assumed.

One mechanic a week, and something playable at the end of every single session.

A finished game on their Scratch profile, playable in a browser from a link they can send to anyone.

  • Scratch
  1. Boarding

    Week 1

    Sprites, costumes and the stage. A character that moves when they say so.

  2. Events

    Week 2

    Green flag, key presses, clicks. The moment the game starts answering back.

  3. Loops

    Week 3

    Forever and repeat. Movement that feels right rather than movement that merely works.

  4. Collision

    Week 4

    Touching a colour, touching a sprite. The first rules that actually matter.

  5. Score & Lives

    Week 5

    Variables. A game that can genuinely be won and lost.

  6. Levels

    Week 6

    Backdrops and scenes. A game with a beginning, a middle and an end.

  7. Enemies

    Week 7

    Chasing and patrolling, and why an enemy that only chases is boring within ten seconds.

  8. Sound & Feel

    Week 8

    Music, effects, screen shake. The difference between working and feeling good.

  9. Art & Design

    Week 9

    Costumes and sprites of their own, and their game planned on paper before a block is dragged.

  10. Playtest & Publish

    Week 10

    Somebody else plays while they watch and say nothing. Then it ships, on Scratch, with a page they wrote.

2

Driver

The shape of a real game · Usually 14–16

10 sessions

For students who have finished Cadet, or who have already made something playable on their own.

Bigger projects, real debugging, and the first term that starts on paper before it starts on screen.

A multi-level game with saved high scores, a title screen, and enemies that behave rather than twitch.

  • Scratch
  • Pixel art
  1. Clones

    Week 1

    One sprite, a hundred bullets. The single idea that makes real games possible.

  2. Custom Blocks

    Week 2

    Naming a job so the program is still readable a month later.

  3. Lists

    Week 3

    Inventories, high score tables, level data. Storing more than one thing.

  4. AI & Logic

    Week 4Both courses

    Both student courses stop here. State machines and decision trees: how a machine picks what to do next, whether it is an enemy or a robot.

  5. Physics

    Week 5

    Gravity, acceleration and jump arcs. A good jump is tuned by hand, not calculated.

  6. Platformer Engine

    Week 6

    Slopes, walls and ledges. The genuinely hard part, done properly rather than faked.

  7. Cameras

    Week 7

    Scrolling. Worlds that are bigger than the screen they are shown on.

  8. Menus & Save

    Week 8

    Title screen, options, and cloud variables holding a high score table that persists.

  9. Design & Balance

    Week 9

    Difficulty curve, a tutorial without a wall of text, and tuning from what playtests showed.

  10. Release

    Week 10

    Polished and published, with a trailer GIF and a page that makes somebody click play.

3

Engineer

Their own engine · Usually 16–18

10 sessions

For students who have finished Driver. They pitch the project, build it, and answer for it. Instructors advise rather than lead.

Independent and self-directed. The instructor is a reviewer for most of the term, not a teacher at the front.

An original game running on an engine they wrote themselves, packaged as a downloadable app and published.

  • Scratch
  • TurboWarp
  • Pixel art
  1. The Pitch

    Week 1

    A design document, and a scope small enough that they can actually finish it.

  2. Vectors

    Week 2

    Direction and speed as real maths. Movement that is calculated rather than fudged.

  3. Engine Building

    Week 3

    Reusable systems instead of one-off scripts. Writing something they will use again.

  4. AI & Logic

    Week 4Both courses

    Both student courses stop here. Pathfinding and behaviour trees: enemies that plan a route, using the same ideas that steer a robot.

  5. Raycasting

    Week 5

    Line of sight, lighting and pseudo-3D. The trick that made Doom possible, in Scratch.

  6. Procedural

    Week 6

    Levels generated from rules and a seed, so no two playthroughs match.

  7. Data Structures

    Week 7

    Lists of lists. Tilemaps, save files, and data that outlives the session.

  8. Optimisation

    Week 8

    Why it stutters, and how to find out rather than guess. Working to a frame budget.

  9. Packaging

    Week 9

    TurboWarp turns the project into a real downloadable application, then outside testers break it.

  10. Launch

    Week 10

    Published and packaged, with a page and a trailer, to an audience that did not have to be asked.

Try one session before you decide.

Sessions run 90 minutes on a Saturday morning. Message us and we’ll agree the right level together.

Get times and pricesMessage us on WhatsApp