Game Development

Roblox Game Coding for Kids

Your child already plays Roblox. In six months they publish a game of their own on it.

6 months (24 weeks) Beginner, ages 8 to 14 2 live classes/week + 2-3 hours practice Course-completion certificate from Modern Age Coders
Roblox Game Coding for Kids: Build Real Games in Luau

Flexible course duration

Duration depends on the student's background and pace. Beginners (kids / teens): typically 6 to 9 months. Adults with prior knowledge: often shorter, with an accelerated path.

Standard pace6 to 9 months
AcceleratedAdd class frequency to finish faster

For personalised duration planning, call +91 91233 66161 and we'll map a schedule to your goals.

Ready to Master Roblox Game Coding for Kids: Build Real Games in Luau?

Choose your plan and start your journey into the future of technology today.

Group Classes

₹1,499/month

2 Classes per Week · Up to 10 students

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Personalized 1-on-1

₹4,999/month

2 Private Classes per Week

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Group Classes
$40
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2 Classes per Week
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$100
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Also available in EUR, GBP, CAD, AUD, SGD & AED. Contact us for details.

Program Overview

Roblox is where millions of kids already spend their screen time, and it hides a genuinely serious tool: Roblox Studio, the free game-making software behind every experience on the platform, scripted in a real programming language called Luau. This 6-month live course turns a player into a maker. Months 1 and 2 cover building in Studio and the first Luau scripts: variables, decisions, loops, and functions, each one changing something visible in a 3D world. Months 3 and 4 bring games to life with events, player interaction, scoring, and checkpoints, which is where an obby stops being a row of parts and starts being a game. Month 5 adds the mechanics kids recognize from games they love: shops, timers, rounds, sound, and polish. Month 6 is the capstone: each student designs, builds, tests, and publishes their own game to Roblox, then presents it.

Classes are live and small, and students build in every single session. Nothing in this course is watch-and-copy: the instructor sets a challenge, watches each student work, and reviews the homework builds between classes.

What Makes This Program Different

  • Students learn Luau, the actual scripting language of Roblox, not a drag-and-drop imitation of it
  • Every concept lands inside a 3D world the student built: loops make disco floors, conditionals open doors, functions run traps
  • The classic beginner bugs (debounce, anchoring, nil) are taught on purpose, because fixing them is where real understanding starts
  • By month 4 students have leaderboards, checkpoints, and coin systems working, the same building blocks behind popular Roblox games
  • The capstone is published to Roblox for real, so the finished game has a link a grandparent can open
  • Everything used is free: Roblox Studio costs nothing, publishing costs nothing, and no Robux are ever needed

Your Learning Journey

Phase 1
Builder to scripter: master Roblox Studio's tools, then write first Luau scripts that change the world from code
Phase 2
Making it a game: events, player interaction, scoring, coins, checkpoints, and on-screen interfaces
Phase 3
Shops, timers, rounds, and polish, then a capstone game scoped, built, published to Roblox, and presented

Career Progression

1
A published Roblox game with a real link, plus a folder of smaller finished games
2
Working knowledge of Luau: variables, conditionals, loops, functions, and events used in real scripts
3
The habit of debugging calmly: reading errors, forming a guess, testing it
4
A natural bridge to our Python and game development courses, where the same ideas reappear in new languages

Detailed Course Curriculum

Explore the complete week-by-week breakdown of what you'll learn in this comprehensive program.

Topics Covered
  • Installing Roblox Studio and a tour of the interface: Explorer, Properties, and the 3D viewport
  • Camera controls: fly, zoom, and orbit without getting lost
  • Creating parts: blocks, spheres, wedges, and cylinders
  • Move, scale, and rotate tools, and snapping to the grid
  • Play-testing your world with your own avatar
  • Saving your work and opening it again next class
Projects You Build
  • First playground: a small floating island with ramps, towers, and a jump course to test
Practice & Assignments

Build a room with four different part shapes, then screenshot your avatar standing on top of it

Topics Covered
  • The Properties panel: color, material, transparency, and reflectance
  • Anchored explained properly: why unanchored builds collapse when you press play
  • CanCollide: making walls you can walk through
  • Grouping parts into models and naming things in the Explorer
  • Duplicating and mirroring to build faster
  • Union and negate: cutting holes and making custom shapes
Projects You Build
  • Secret hideout: a house with a hidden walk-through wall and a glass floor over a drop
Practice & Assignments

Property scavenger hunt: recreate five reference parts exactly from their pictures

Topics Covered
  • Terrain tools: sculpting hills, water, and caves
  • Spawn locations and where players appear
  • Planning an obby on paper before placing a single part
  • Difficulty curves: why the first jump should be easy
  • Lighting basics: time of day and atmosphere
  • Testing like a stranger: playing your own course as if you had never seen it
Projects You Build
  • Obby, part one: a ten-stage jump course across terrain you sculpted yourself
Practice & Assignments

Add three more stages to your obby, each slightly harder than the last, and have a family member test them

Topics Covered
  • What a Script object is and where it lives in the Explorer
  • print and the Output window: making the computer talk
  • Variables: naming a part in code and holding numbers and words
  • Changing a part's color and material from code instead of the mouse
  • Reading your first error message without panicking
  • Comments: leaving notes for future-you
Projects You Build
  • Magic brick: a part that changes color and prints a welcome message the moment the game starts
Practice & Assignments

Write three scripts that each change a different property of a part, and break one on purpose to read the error

Assessment

Month 1 build check: a small world using anchoring, grouping, terrain, and one working script, walked through live

Topics Covered
  • Numbers, strings, and booleans in Luau
  • local and why every variable gets it
  • Doing maths in code: changing a part's size and position with numbers
  • String concatenation: building messages out of pieces
  • Vector3 gently introduced: positions in a 3D world need three numbers
  • nil: the most famous value in Roblox scripting
Projects You Build
  • Teleporting part: a script that moves a platform to a new position, then a script that grows it step by step
Practice & Assignments

Ten short scripts: resize, recolor, rename, and reposition parts using only variables and code

Topics Covered
  • if, then, else: teaching a script to choose
  • Comparisons: equal, not equal, greater, and less
  • Booleans in action: checking if a part is anchored or transparent
  • elseif chains for more than two choices
  • and, or, not: combining conditions
  • Common trap: = for setting, == for asking
Projects You Build
  • Weather machine: a script that checks a variable and sets the world to day, night, or fog to match
Practice & Assignments

Decision drills: a password checker, a size judge that labels parts small or large, and a fix-the-broken-if puzzle

Topics Covered
  • while loops and task.wait: doing something forever, politely
  • Blinking, pulsing, and color-cycling parts
  • for loops: counting exactly, from disco floors to stairways
  • Building with loops: a staircase generated by code in one second
  • Loop variables inside the loop body
  • Infinite loops without a wait: what happens and how to stop it
Projects You Build
  • Disco floor: a grid of tiles that flash random colors forever
  • Instant staircase: a for loop that builds a climbable spiral stair
Practice & Assignments

Loop katas: a countdown announcer, a growing tower, and a part that fades out smoothly step by step

Topics Covered
  • Writing a function: name, parentheses, body, end
  • Parameters: one function that colors any part you hand it
  • Return values: functions that answer questions
  • Why functions matter: change the trap once, fix it everywhere
  • Organizing a script into small named functions
  • Calling functions from loops: the payoff moment
Projects You Build
  • Trap factory: one makeTrap function used to fill an obby stage with ten identical traps in seconds
Practice & Assignments

Refactor your disco floor and staircase scripts to use functions, then write one new function from a written spec

Assessment

Month 2 skills check: live coding of three short Luau exercises using variables, if statements, loops, and one function

Topics Covered
  • Events: code that waits for something to happen
  • part.Touched:Connect and functions as event handlers
  • Finding out what touched the part
  • Humanoid and character models: how Roblox represents a player
  • The classic lava brick, built properly
  • Print-debugging events: seeing exactly when they fire
Projects You Build
  • Lava stage: an obby section with kill bricks that send careless players back to the start
Practice & Assignments

Build a safe-path puzzle: nine tiles, some deadly, some safe, with the pattern hidden until touched

Topics Covered
  • Reading and changing Humanoid health
  • WalkSpeed and JumpPower: speed pads and super-jumps
  • Healing pads and damage zones
  • Resetting effects after a delay with task.wait
  • Being fair: telling the player what a pad does before it does it
  • Testing multiplayer effects with two test players in Studio
Projects You Build
  • Power-up alley: a course with speed strips, jump pads, a healing station, and one sneaky slow-down trap
Practice & Assignments

Design and script one original power-up of your own invention, then write two sentences on how it changes the game

Topics Covered
  • Doors that open: toggling Transparency and CanCollide from a touch
  • Buttons on the floor and on the wall
  • The debounce problem: why your door fires twenty times per step
  • Fixing debounce with a boolean flag, the pattern every Roblox scripter knows
  • Timed doors that close themselves
  • Locked doors: combining a condition with an event
Projects You Build
  • Dungeon gate room: a button-operated gate with proper debounce and a door that only opens for players holding the right key part
Practice & Assignments

Break a working door by removing its debounce, watch the Output flood, then repair it and explain the fix in class

Topics Covered
  • Combining the month: lava, power-ups, doors, and traps in one course
  • Pacing a level: challenge, relief, surprise
  • Organizing scripts so each stage's code is findable
  • Playtesting a classmate's obby and writing useful feedback
  • Fixing the top two problems your testers found
  • Naming and Explorer hygiene before a project grows
Projects You Build
  • Obby 2.0: a fully scripted multi-stage obby with kill bricks, power-ups, at least one gate, and a victory area
Practice & Assignments

Run two playtests and log every place a tester got stuck or confused, then fix the worst one

Assessment

Obby 2.0 demo: live playthrough plus a code walkthrough of one trap, one power-up, and one door

Topics Covered
  • leaderstats: the folder-and-value pattern behind every Roblox leaderboard
  • IntValue objects and setting them from code
  • Players.PlayerAdded: running code when someone joins
  • Awarding points from a touched event
  • Server scripts vs local effects, kept simple: why the score lives on the server
  • Watching the leaderboard update live in a two-player test
Projects You Build
  • Point course: a stage where every platform reached for the first time adds points to a live leaderboard
Practice & Assignments

Add a second leaderboard stat of your choice, such as deaths or stages cleared, and make something update it

Topics Covered
  • Coins that spin: rotating parts with a loop
  • Collecting: touched event plus destroy, with debounce so one coin pays once
  • Adding coins to leaderstats
  • Spawning coins with a function instead of copy-paste
  • Sound effects on pickup
  • Respawning coins after a delay for endless play
Projects You Build
  • Coin rush: a field of spinning coins with pickup sounds, a live coin counter, and coins that respawn
Practice & Assignments

Make a rare golden coin worth ten normal ones and place three somewhere genuinely hard to reach

Topics Covered
  • SpawnLocation objects and how respawning works
  • Team-based checkpoints vs scripted checkpoints, and which we use
  • Remembering each player's checkpoint in code
  • Sending a respawned player to the right stage
  • Checkpoint feedback: color change and sound when activated
  • Why checkpoints make hard games fair instead of frustrating
Projects You Build
  • Checkpoint tower: a vertical obby where falling returns you to your highest activated checkpoint, not the bottom
Practice & Assignments

Tune your tower: move one checkpoint to the fairest possible spot and defend the choice in one sentence

Topics Covered
  • ScreenGui, Frame, and TextLabel: putting words on the screen
  • Updating a label from code: live coin and timer displays
  • TextButton: a clickable button and its event
  • Sizing and anchoring GUI so it works on different screens
  • A welcome message that appears and fades
  • Keeping GUI readable: contrast and size for real players
Projects You Build
  • Game HUD: an on-screen coin counter and stage display wired to real leaderstats, plus a welcome banner
Practice & Assignments

Add one more GUI element of your choice, such as a best-height display or a hint button

Assessment

Month 4 systems check: coins, checkpoints, leaderboard, and HUD all working together in one place, demonstrated live

Topics Covered
  • Spending coins: checking if a player can afford something
  • A shop GUI with buy buttons
  • Selling upgrades: speed, jump, and a trail effect
  • Subtracting coins and applying the upgrade in one safe function
  • Saying no nicely: what happens when coins run short
  • Balancing prices so the game stays challenging
Projects You Build
  • Upgrade shop: a working store where coins collected in-game buy speed and jump upgrades
Practice & Assignments

Add a third item to your shop and set all three prices, then explain your pricing to the class

Topics Covered
  • A countdown clock on screen, driven by a loop
  • Round structure: waiting, playing, and finishing
  • Announcing round results to everyone
  • Teleporting all players to the arena and back
  • Resetting the world between rounds
  • Why rounds make players say one more game
Projects You Build
  • Round machine: a lobby-and-arena game loop with a countdown, a 90-second round, and a winners announcement
Practice & Assignments

Adjust your round length and lobby time after two playtests, and note what changed in player behavior

Topics Covered
  • Background music and where it belongs
  • Sound effects for wins, coins, and traps, used tastefully
  • Particles: sparkles, fire, and confetti in the right doses
  • Lighting mood: making a lava zone feel dangerous
  • Victory effects that reward without annoying
  • The polish pass: a checklist run on your own game
Projects You Build
  • Polish pass: music, pickup sounds, victory confetti, and lighting applied to the round machine game
Practice & Assignments

Do a sound-only playtest: close your eyes while a classmate plays your game and list what you can tell is happening

Topics Covered
  • Assembling the phase: rounds, shop, coins, HUD, and polish in one game
  • Finding the fun: the one change that most improves your game
  • Bug hunting with a checklist instead of luck
  • Watching testers without helping them
  • Writing simple in-game instructions new players actually read
  • Preparing a 2-minute demo of your own game
Projects You Build
  • Complete mini-game: a round-based coin game with a shop, HUD, sound, and polish, tested by classmates
Practice & Assignments

Fix the three most confusing things your playtesters hit, in order of how much they hurt the game

Assessment

Mini-game demo day: every student's game played live by a classmate, followed by questions about the code

Topics Covered
  • Choosing a game you can actually finish in three weeks
  • The one-page game design sheet: theme, goal, mechanics, win condition
  • Sketching the map on paper before Studio opens
  • Listing features as must-have, nice-to-have, and dream
  • Estimating honestly: what four class weeks can hold
  • Getting the plan approved before building starts
Projects You Build
  • Approved capstone plan: a design sheet and map sketch reviewed one-on-one with the instructor
Practice & Assignments

Build your capstone's map skeleton: terrain, main structures, and spawn, with no scripts yet

Topics Covered
  • Building the must-have features first, smallest first
  • Reusing your own code from earlier months, the honest shortcut
  • Instructor code review: reading feedback and applying it
  • Debugging on your own: reproduce, guess, test, fix
  • Keeping the Explorer organized as the project grows
  • Cutting a feature without shame when time asks for it
Projects You Build
  • Capstone core: the two or three mechanics that make your game itself, working end to end
Practice & Assignments

Three 30-minute build sessions at home, each ending with one sentence on what now works that did not before

Topics Covered
  • Full playtests with classmates as strangers
  • Reading a playtest: stuck points, boredom points, and delight points
  • Difficulty tuning: the numbers that change how a game feels
  • Final GUI pass: title screen, instructions, and HUD
  • Second code review and cleanup
  • The finish line checklist: what done means for this game
Projects You Build
  • Feature-complete capstone: all must-have features in, tested by at least two classmates, tuned once
Practice & Assignments

Run one family playtest and one classmate playtest, log every issue, fix the top two

Topics Covered
  • Publishing to Roblox from Studio, step by step, with a parent in the loop
  • Game settings: name, description, icon, and who can play
  • Privacy choices explained: public, friends-only, and what we recommend discussing at home
  • The final bug sweep before going live
  • Presenting your game: demo first, code second
  • Where to go next: Python, more advanced game development, or a bigger Roblox project
Projects You Build
  • Published capstone: an original Roblox game live on the platform, presented to the class and family
Practice & Assignments

Share your game link with three people outside the class and collect one piece of feedback from each

Assessment

Capstone presentation and code Q&A, plus course-completion certificate review

Projects You'll Build

Build a professional portfolio with 12+ finished builds and games, ending with one published to Roblox real-world projects.

Floating-island playground built with Studio tools
Ten-stage terrain obby with sculpted hills and caves
Disco floor and instant staircase generated by loops
Trap factory built from a single reusable function
Obby 2.0 with kill bricks, power-ups, and scripted doors
Coin rush field with spinning, respawning collectibles
Checkpoint tower with fair respawn logic
Round-based mini-game with shop, HUD, timer, and sound
Published capstone an original game live on Roblox

Weekly Learning Structure

Live Classes
2 live one-hour classes per week, building and scripting along with the instructor
Practice
2-3 hours of building challenges and script exercises between classes
Review
Homework builds reviewed with written feedback; stuck points reopened in the next class

Certification & Recognition

Completion
Course-completion certificate from Modern Age Coders, backed by a published Roblox game

Technologies & Skills You'll Master

Comprehensive coverage of the entire modern web development stack.

Roblox Studio fluency
parts, properties, terrain, models, and lighting
Luau fundamentals
variables, conditionals, loops, functions, and events written by hand
Game systems
leaderboards, collectibles, checkpoints, shops, timers, and rounds
GUI building
on-screen counters, buttons, and menus wired to live game data
Debugging habits
reading errors, print-debugging, and the debounce pattern
Project skills
scoping a game, playtesting honestly, and presenting your own work

Support & Resources

Doubt Support
WhatsApp doubt support between classes, so nobody stays stuck until the next session
Progress Updates
Regular progress notes to parents: what was covered, what was built, what needs practice

Career Outcomes & Opportunities

Transform your career with industry-ready skills and job placement support.

Prerequisites

Coding Experience
None. The course starts from placing the first part and writing the first line
Roblox Experience
Helpful but not required. Most students have played Roblox; none have needed to
Equipment
A Windows or Mac computer that runs Roblox Studio, plus a stable internet connection. Phones, tablets, and most Chromebooks cannot run Studio
Account
A free Roblox account, set up with a parent. No Robux or paid membership is needed at any point

Who Is This Course For?

Roblox Players
Kids who already love playing Roblox and keep asking how the games they play are actually made
Complete Beginners
Children aged 8 to 14 with no coding background who want a first language wrapped in a world they care about
Scratch Graduates
Students moving up from block coding who are ready to type real scripts in a real engine
Young Game Designers
Kids who fill notebooks with game ideas and need the tools to build one for real
Parents Seeking Direction
Families who want Roblox hours converted from pure consumption into building, debugging, and finishing things

Career Paths After Completion

Our Python for kids course, where the logic learned in Luau transfers directly to the most-used language in the world
Advanced game development courses, carrying over events, game loops, and level design instincts
Bigger Roblox projects: many students keep building and publishing on their own after the course
School coding clubs and game jams with a finished, published game already in hand
Our JavaScript or app development tracks for students who want to build beyond gaming

Course Guarantees

Live Classes
Live, interactive classes with a real instructor, never pre-recorded videos.
Small Batches
Small batches only: group classes are capped at 10 students, with mini-batch (3 to 4 students) and personal 1-on-1 options.
Structured Curriculum
A structured, well-paced curriculum taught step by step, with hands-on practice in every session.
Doubt Support
Doubt support between classes over WhatsApp, so you are never left stuck.
Certificate
A course-completion certificate you can share.
Free Demo
A free demo class before you enrol, so you can decide with no pressure.

What Families Say

Real feedback from the parents and students who learn with us.

★★★★★ 4.9 average · 547+ Google reviews
★★★★★

"Mivaan enjoys the class. He understands the concepts and completes his tasks with excitement. He started taking interest in coding, truly amazing class."

S
Shradha Saraf
Mother of Mivaan
★★★★★

"My son struggled with maths for years. Integrating it into coding projects has transformed how he thinks. He now genuinely enjoys both."

S
Shewta Singh
Mother of Ishan
★★★★★

"Modern Age Coders has wonderful teachers who teach in a clear, easy and practical way. My son looks forward to every single class."

S
Sonu Goyal
Father of Nikit
★★★★★

"Modern Age Coders has been a game-changer for me. I struggled to grasp IT concepts before, and now they finally click, and I actually look forward to learning."

S
Samridho Mondal
Student · Grade 9
Read & write reviews on Google
Frequently Asked Questions

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