Australia · Year 9 to adult · Live online

Game programming course

Plenty of online courses will walk you through clicking together a platformer in an afternoon. Far fewer explain why your character jumps higher on a slow laptop than on a fast one, why enemies sometimes pass through walls, or why the code that worked for one level collapses when you add the tenth. Those are game programming problems, and they are the subject of this course. It is for Australian secondary students from about Year 9, university students and working adults who want to write games properly: the loop that drives every game, how time is measured and stepped, how physics is made stable, and how a project is structured so it can keep growing. You work in real languages and real engines, live with a teacher, and you finish with games you understand line by line.

Live teaching since 2020 · 10,000+ students · complete games, explained line by line

In short

A game programming course teaches the code that makes games work: the game loop that updates and draws each frame, frame-rate independent movement, a fixed timestep for stable physics, collision, game state and project structure. Ours is taught live online to Australian teens from about Year 9 and to adults, in Python with Pygame, C# with Unity and GDScript with Godot. Every module ends with a playable game the student wrote and can explain, and the first class is free.

Choose a starting point

Three ways into game programming

Matched to age and to how much code you have already written. Each card opens the full syllabus.

Who it is for

Who takes a game programming course with us

The students are different; the questions they bring are surprisingly similar.

Typical students and what they want from the course
StudentWhere they startWhat they leave with
Year 9 or 10 studentHas made Scratch or Roblox gamesA typed game loop of their own and the confidence to read engine code
Year 11 or 12 studentStudying a computing subject at schoolReal projects that show object-oriented design and testing in practice
University studentCan program, has never shipped a gameFinished, playable games and a clear grasp of engine architecture
Working adultCodes for work, or has never codedA hobby skill built properly, without gaps from video tutorials
Career changerCurious about the games industryAn honest view of the skills involved and a portfolio to start from

What makes this different from a tutorial

Video tutorials are excellent at showing what to click. They rarely stop to ask why, and they cannot see where you are stuck. A live teacher can.

Every lesson here includes a question you answer before the code is written: what will this frame do if it takes twice as long, what happens when two objects arrive at the same time, where should this state live? Those questions are the course.

What you do not need

You do not need a powerful gaming computer to begin. Python with Pygame and the Godot engine both run on ordinary laptops, and we check your machine before recommending Unity.

You do not need advanced maths. Coordinates, a little algebra and the idea of speed are enough to start; vectors and trigonometry are taught when a game needs them.

Younger children and complete beginners start in a different place. Our page on game development for kids in Australia covers the path from a first Scratch game. Students who want the design side of games more than the code will find video game design for kids a better fit.

The game loop

The three jobs every game does, many times a second

Under every engine and every genre sits the same loop. Students who understand it can learn any engine quickly; students who skip it spend years guessing.

One pass through a game loop
StepWhat happensTypical bug when it is wrong
Read inputKeys, mouse, controller and network messages are collectedA key press is missed because it happened between two checks
UpdatePositions, health, timers and scores change by the time that has passedMovement speeds up or slows down with the frame rate
DrawThe current state is rendered to the screenObjects flicker or appear a frame late
Wait or repeatThe loop runs again, ideally at a steady rateUneven frame times make motion stutter

How the engines name it

In Godot the update step is split in two: _process() runs every rendered frame, and _physics_process() runs at a fixed rate. The Godot documentation states plainly that "Physics processing happens at a fixed rate, 60 times per second by default."

In Unity the same split appears as Update and FixedUpdate. Unity describes Time.fixedDeltaTime as "The interval in seconds of in-game time at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed."

Why we write one by hand first

In Pygame nothing is hidden: the student writes the loop, reads the clock and decides what to update. Building that once, badly and then well, makes every engine feel familiar instead of magical.

The Godot documentation gives the rule that most beginners break: "you should always multiply a speed value by delta to animate a moving object." The worked example below shows what happens when you do not, and why even multiplying by delta is not the whole answer.

Sources, read 7 October 2026: Godot Engine documentation, Idle and Physics Processing; Unity Scripting API, Time.fixedDeltaTime. We are independent of both engines.

A worked example

Why the jump is higher on a slow laptop

This is the first big lesson of the course. It takes about an hour, and it explains a bug that beginners meet again and again.

Drop a ball from rest and let gravity pull it down at 9.8 metres per second per second. Physics tells us that after exactly one second it has fallen 4.9 metres. A game cannot do the calculus; it steps the motion forward one frame at a time, adding a little to the speed, then a little to the position. We ran that frame-by-frame update for one second of game time at three common frame rates.

Distance fallen after one second, stepped once per frame (our runs, semi-implicit Euler)
Frame rateStep sizeDistance after 1 secondGap from the exact 4.9 m
30 frames a second1/30 s5.0633 m0.1633 m
60 frames a second1/60 s4.9817 m0.0817 m
144 frames a second1/144 s4.9340 m0.0340 m

The problem

The same code, the same second, three different answers. A player on an older school laptop running at 30 frames a second falls further, jumps differently and may clip through a thin platform that a fast machine handles cleanly.

The fix

Step the physics in fixed slices, say 1/60 of a second, whatever the screen is doing. Every machine then performs the same 60 steps per second and gets the same 4.9817 m, every time.

The accumulator

Each frame, add the real time that passed to a running total. While the total holds at least one slice, take a physics step and subtract the slice. Leftover time waits for the next frame.

A fixed 1/60 s physics step under different display rates (our runs, one second each)
Display rateFrames with no physics stepFrames with one stepFrames with two stepsPhysics steps in total
144 frames a second8460060
60 frames a second060060
30 frames a second003060

Where this pattern comes from

The accumulator approach was set out for game developers by Glenn Fiedler in his 2004 article "Fix Your Timestep!", which is still widely read. Godot's fixed physics rate and Unity's FixedUpdate do the same job for you.

Students write the accumulator in Python first, so that when they meet it inside an engine they recognise it.

The detail students then discover

At 144 frames a second, more than half of all frames do no physics at all. If you only draw the latest physics state, objects appear to move in small jumps.

The cure is to draw objects slightly blended between their last two physics positions, which is what engines call physics interpolation. Finding that problem yourself, and fixing it, is the kind of understanding that separates game programmers from tutorial followers.

Modules

What the course covers, module by module

Order and pace adjust to the student. Each module finishes with a playable game.

Course modules and the game each one produces
ModuleKey ideasFinished game
1. The loop by handInput, update, draw, the clock, delta timeA dodging game in Python with Pygame
2. Time and physicsFixed timestep, accumulator, gravity, interpolationA platformer whose jumps match on every machine
3. CollisionOverlap tests, resolving contacts, tunnelling through thin wallsA top-down arena with solid walls
4. State and structureFinite state machines, scenes, separating data from codeA game with menus, pause, levels and game over
5. An engineNodes or game objects, scripts, signals or eventsThe platformer rebuilt in Godot or Unity
6. FinishingSaving, settings, testing, building for others to installA complete game someone else can download and play

How this sits beside school computing

The Australian Curriculum v9 asks students in Years 7 and 8 to "trace algorithms to predict output for a given input and to identify errors" (AC9TDI8P06) and in Years 9 and 10 to "validate algorithms and programs by comparing their output against a range of test cases" (AC9TDI10P06). The frame-rate table above is exactly that kind of test.

Students taking a senior computing subject can see the same ideas applied to a bigger project. For New South Wales, our page on HSC Software Engineering help explains how we support that course without writing assessed work.

Honest limits

This is a programming course. It does not teach 3D modelling, music or professional art, though students learn to use free assets responsibly.

We do not promise jobs in the games industry. What we can promise is that you will understand the games you build, and be able to show and explain them.

Curriculum wording copied on 7 October 2026 from the ACARA Version 9.0 Digital Technologies content for Years 7 to 10, a Word file.

Progress

Four levels of game programming

Most students who come with some coding reach level three in two to three terms of weekly lessons. Level four is where a portfolio starts.

From writing a loop to shipping a game
LevelWhat you can do
1. LoopWrite a game loop by hand, move objects with delta time and explain each line
2. StableRun physics on a fixed timestep with an accumulator, and say why it matters
3. StructuredOrganise a game into states and scenes so new levels do not break old ones
4. ShippedFinish, test and package a game that someone else can install and play

Python, C# or GDScript first?

Python if you are new to typed code: it is readable and Pygame keeps the game loop in plain sight.

C# with Unity if you already program and want the widest range of tutorials and jobs. GDScript with Godot if you want a light, free engine that runs well on modest machines.

Fitting it around school or work

Lessons are weekly, in your own state's time, after school, in the evening or at the weekend, agreed in the free class.

Billing is monthly, so a pause for Year 12 exams, end of semester or a busy work quarter is simple.

The catalogue

Courses that build game programming skill

Arranged by age and depth. Which one you start with gets decided in the free class.

I

Games

Teens and adults

GPAU / GAM / 01

Game Development for Teens

Unity and C#, 2D and 3D, ages 13 to 18.

Open the syllabus

GPAU / GAM / 02

Game Development Course

Unity, C# and Unreal, for adults.

Open the syllabus

GPAU / GAM / 03

JavaScript for Teens

Games that run in any browser.

Open the syllabus
II

Languages

Strong foundations

GPAU / LNG / 01

Python for Teens

The language behind Pygame, done properly.

Open the syllabus

GPAU / LNG / 02

C++ for Teens

The language many engines are written in.

Open the syllabus

GPAU / LNG / 03

Python for Adults

From zero to advanced, for university and work.

Open the syllabus
III

Thinking

Algorithms behind games

GPAU / THK / 01

Problem Solving and DSA for Teens

Search, graphs and data structures games rely on.

Open the syllabus

GPAU / THK / 02

Competitive Programming for Teens

Fast, correct code under pressure.

Open the syllabus

GPAU / THK / 03

Git and GitHub for Teens

Keeping a growing game project safe.

Open the syllabus

How lessons run

Live lessons at an Australian hour

Teachers work from India. During the southern summer, Sydney, Melbourne, Canberra and Hobart run five and a half hours ahead of India time, Brisbane four and a half, Adelaide five and Perth two and a half, so Australian afternoons and early evenings fall inside the Indian working day.

After school

For secondary students in their own state.

Evening

For adults after work, by arrangement.

Weekend

Longer build sessions on bigger projects.

Free first class

We look at code you have written, or start from nothing, and set a level honestly.

Groups

Fifteen to twenty students at a similar level, reviewing each other's code.

One to one

For a specific project, a tight timeline or a faster pace.

Your own code

You type everything. Teachers question and guide; they never write your project for you.

Code review

Each module ends with a review of structure, naming and tests, not just whether it runs.

Portfolio ready

Finished games are kept in your own repository to show and keep building.

Student work

Projects built by our students

Games and apps our students finished and put online. There are more in the student labs.

NutriLife AI nutrition coach project screenshot

AI and ML

NutriLife

An AI nutrition coach that reads what you eat and works you toward a target.

by Bhavya · Open it

Misti AI chatbot for maths and coding screenshot

AI and ML

Misti

A chatbot that answers mathematics and programming questions, built and deployed by a student.

by Harshit · Open it

GuardianX AI internet safety assistant screenshot

AI and ML

GuardianX

An assistant that helps a young person recognise unsafe situations online.

by Vivaan · Open it

SkyCast weather forecast application screenshot

Web app

SkyCast

A weather forecasting site with live conditions for any location.

by Krish

Fees

Fees for the game programming course

Outside India the fee is one monthly price in US dollars. There is no enrolment charge and no semester commitment; stop after any month.

Free first class

USD 0

no card required

  • A short programming task at your level
  • An honest view of where to start
  • No card or bank details needed
Book it

Group batch

USD 100

a month, billed in US dollars

  • Fifteen to twenty students per class
  • A regular teacher who knows your code
  • Peer code review
  • Stop after any month
Start here

One to one

USD 150

a month, billed in US dollars

  • Lessons built around your own game
  • Your choice of engine and language
  • Times around school, uni or work
Enquire

What families say

Rated 4.9 across 547 Google reviews

Taken unchanged from public reviews on our Google profile.

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★★★★★

"Modern Age Coders has been a game-changer for me. I struggled to grasp IT concepts and coding before joining, but their classes transformed everything. I can now confidently write complex programs with ease."

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Student

★★★★★

"One of the most wonderful education centres out there. Education is not limited to school syllabus but focuses on skill development."

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Student

★★★★★

"My child Dhairya is really enjoying the Modern Age Coders classes. This is his first online class and he eagerly looks forward to it. I can already see his improvement, and the teachers are very cooperative."

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Parent of Dhairya

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"Modern Age Coders have wonderful teachers who teach in a clear, easy and practical way. The teacher boosts students' confidence and inspires them to learn without hesitation."

Sonu Goyal

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★★★★★

"I highly recommend this computer coding class! The teachers are incredibly knowledgeable and passionate about coding."

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Common questions

What Australians ask about learning game programming

What is game programming?

It is writing the code that makes a game run: the loop that reads input, updates the world and draws it, plus physics, collision, game state and the structure that holds a growing project together. It is narrower than game development, which also includes art, sound and design.

What is a fixed timestep in games?

It is updating physics in equal slices of time, such as 1/60 of a second, regardless of how fast the screen redraws. It makes movement and collisions behave the same on fast and slow computers.

Do I need to know how to code first?

No. Complete beginners start with Python and build up to games. Students who already code move to the game loop and an engine sooner.

Is this course for teenagers or adults?

Both, in separate groups by age. Teens from about Year 9 join teen groups; university students and working adults join adult groups or learn one to one.

Should I learn Unity, Godot or Unreal?

Learn the ideas first, in any of them. Godot is light and free, Unity has the largest body of tutorials, and Unreal suits high-end 3D. Students who understand the game loop can move between them in weeks.

Which language do game programmers use?

C++ and C# are common in engines and studios, GDScript in Godot, and Python is widely used for learning and tools. We teach the language that suits your goal and engine.

Will this help with my school computing subject?

It applies the same ideas, such as testing, tracing and object-oriented design, to real projects. We do not complete assessed work or major projects for students.

Can I get a job in games after this course?

We do not promise jobs. You will finish with games you built and can explain, which is a sound starting portfolio for further study or applications.

What computer do I need?

Python and Godot run well on most laptops from the last several years. Unity and Unreal need more memory and graphics power, so we check your machine before recommending them.

What does the course cost?

The first class is free with no card. Monthly fees for group and one-to-one lessons appear in the fees section of this page, with no enrolment charge.

Also on this site

Related pages

Other routes into making games, and our other Australian pages.

Coding classes in Australia

Every Australian guide we publish, in one list.

Game development for kids

The younger route, from a first Scratch game.

Coding games for kids

Puzzle games that teach programming ideas.

HSC Software Engineering help

For NSW Year 11 and 12 students.

C++ game development

The language under many big engines, for teens and adults.

The coding roadmap

Where game programming fits among other paths.

Start here

Book a free first class

Leave your details and we will call at a time that suits you. In the free class you write a little game code with a teacher, and you get a straight answer about where to start.

Curious about the teaching itself? How we teach describes a lesson from start to finish, and the course list covers every age and subject.

WhatsApp us · +91 91233 66161 · connect@modernagecoders.com

From an Australian mobile, WhatsApp is usually the fastest way to reach us. Our team is in India, hence the +91 number, and we do not have an Australian office.

Free, no card, no obligation.

Want a class sooner? Book a priority demo

A priority demo is a full class of about 45 to 60 minutes. After the class the mentor sends a written skill report and a personal learning roadmap on WhatsApp. If you enrol, the demo fee is adjusted against your first month's fee. Share your demo Order ID with us on WhatsApp and we take it off.

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