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Arcade Line

Game Development

The line students ask for by name. They go from moving a square around a screen to releasing a finished game with levels, enemies and a soundtrack — and every term ends with other people sitting down to play it.

  1. Cadet
  2. Driver
  3. Engineer
  4. three terms, 12 weeks each
Group size
Six students per instructor, capped.
Where to start
Nobody is placed on paper. Your child comes to a free taster and we agree the level together.
What to bring
Nothing. We supply the machines. Any laptop from the last six years runs everything we use at home.

Three levels, one line.

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 11–13

7 stops

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

A playable game published online, with a link they can send to anyone.

  • Scratch
  • Godot
  • Aseprite
  • GitHub
  • itch.io
  1. Boarding

    Week 1

    A character that moves and a screen that responds, inside the first session.

  2. Sprites & Physics

    Week 2

    Gravity, collision, jump feel. Why a good jump takes twenty attempts to tune.

  3. Systems

    Week 4

    Score, lives, states. Making a game that can genuinely be won and lost.

  4. Level Design

    Week 6

    Building a world a player wants to finish, then cutting the parts that bore them.

  5. Sound & Feel

    Week 8

    Audio, feedback, screen shake. The difference between working and feeling good.

  6. Playtesting

    Week 10

    Watching someone else play it and saying nothing. Harder than it sounds.

  7. Ship It

    Week 12

    Published to itch.io with a page they wrote. Strangers play it.

2

Driver

The shape of a real release · Usually 12–15

7 stops

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

A game with enemies that think, a save system and a title screen — the shape of a real release.

  • Scratch
  • Godot
  • Aseprite
  • GitHub
  • itch.io
  1. Scenes

    Week 1

    Menus, levels and transitions. Turning a demo into something that starts and ends.

  2. Enemy Behaviour

    Week 2

    State machines. Enemies that patrol, notice, chase and give up.

  3. AI & Logic

    Week 4Both lines

    Both lines stop here. Pathfinding and decision trees — how game AI actually reaches a choice, and how to tell when it has made a bad one.

  4. Art Pipeline

    Week 6

    Sprites, tilesets and animation that stay consistent across a whole game.

  5. Saving

    Week 8

    Progress that survives closing the window.

  6. Balance

    Week 10

    Making it hard but fair, using what the playtests actually showed.

  7. Ship It

    Week 12

    A proper release with a store page, screenshots and a build.

3

Engineer

Their own game, released · Usually 14–16

7 stops

For students who have finished Driver. The term is built around a game of their own design.

A released game with systems of their own design, and players who were not asked to play it.

  • Scratch
  • Godot
  • Aseprite
  • GitHub
  • itch.io
  1. Design Document

    Week 1

    Writing the game down before building it, and being honest about scope.

  2. Systems Design

    Week 2

    Mechanics that combine into something bigger than their parts.

  3. Depth

    Week 4

    Moving past flat — 3D, or 2D with real camera and lighting work.

  4. Optimisation

    Week 6

    Sixty frames a second, on a machine that isn't yours.

  5. Polish

    Week 8

    The last ten per cent that takes half the time, and makes all the difference.

  6. Launch Prep

    Week 10

    A trailer, screenshots and a page somebody would actually click.

  7. Ship It

    Week 12

    Public release, and watching the play count move.

Try one session before you decide.

The taster is a full 90-minute session and it’s free. We’ll agree the right level together afterwards.