VGAU / DB / 01
Game Development for Kids
Plan, then build in Scratch, Roblox and Minecraft.
Open the syllabusAustralia · Ages 7 to 16 · Design, then build
Ask a child what they want to make and the answer is usually enormous: an open world, twenty weapons, a boss that changes shape. Game design is the skill of turning that dream into something a stranger can pick up and enjoy in the first thirty seconds. It is about rules, choices, difficulty and fairness, and it can be practised with paper and a pencil before a single line of code exists. This page is for Australian parents whose child loves inventing games more than anything. It explains what video game design actually involves, works through one design idea in detail, shows how playtesting with real players changes a game, and links that work to what the Digital Technologies curriculum asks for at school.
Live teaching since 2020 · 10,000+ students · designs tested on real players, then built
In short
Video game design for kids is planning how a game plays before or alongside building it: its goal, its rules, how each level introduces a new idea, how hard it gets and how a player knows what to do without being told. Children learn it by sketching levels on paper, testing them on real players and changing what does not work, then building the design in Scratch, Roblox Studio or Python. Modern Age Coders teaches design and code together, live online, and the first class is free.
Where designers start
Every one pairs a design habit with the code to build it.

VGAU / 01
Ages 8 to 12. Designs drawn on paper first, then built in Scratch, Roblox and Minecraft.
Open the syllabus →
VGAU / 02
For teens who care how a game looks and feels: layout, colour and visual storytelling.
Open the syllabus →
VGAU / 03
Ages 13 to 18. Designs built properly in Unity and C#, then tested and refined.
Open the syllabus →What design means
Players notice art and music. What makes them keep playing is a set of decisions they never see written down. Those decisions are the designer's job.
| Question | An example answer | What goes wrong if nobody asks |
|---|---|---|
| What is the goal? | Reach the flag before the timer reaches zero | Players wander, unsure whether they are winning |
| What can the player do? | Run, jump and push crates | Controls feel random, or some do nothing useful |
| How does the player learn? | A safe first room where only jumping is needed | A wall of instructions nobody reads |
| How hard is it, and when? | Gentle at first, a spike at the end of each world | Children quit on level two or get bored on level ten |
| Is it fair? | Every danger can be seen before it hurts you | Players feel cheated and stop trusting the game |
| How does it feel? | A sound and a small bounce when a coin is collected | Success goes unnoticed, so nothing feels rewarding |
Design needs imagination, empathy and judgement more than technical knowledge, so a seven-year-old can do real design work long before they can write much code.
It also teaches a habit that matters far beyond games: imagining how someone else will experience what you made, and being willing to change it when they struggle.
A design that is never built is never tested. Many brilliant paper ideas turn out to be dull, confusing or impossible once real players touch them.
That is why our lessons swing between the two: sketch, build a rough version, test, then redesign. Children who only design never learn what their ideas cost to make; children who only code often build games nobody enjoys.
A worked example
Here is a single design idea worked through in full. It is one of the first things we teach, and it changes how children plan every game afterwards.
A child is designing a platform game with three mechanics: jumping, moving platforms and spikes. Their first plan puts all three in level one, "so it is exciting". Testers fall onto spikes before they have learned to jump, cannot tell why they died and give up. The fix is called level gating: each level introduces exactly one new idea in a safe place, lets the player practise it, and only later combines ideas the player already knows.
| Level | Ungated plan | Gated plan |
|---|---|---|
| 1 | Jumping, moving platforms and spikes, all at once | Jumping only, over gaps that cannot hurt you |
| 2 | Harder versions of everything | Moving platforms only, with a soft floor underneath |
| 3 | A boss | Spikes only, placed where the player can see them early |
| 4 | Another boss | Jumping plus spikes: two ideas the player already owns |
| 5 | More spikes | Moving platforms plus spikes |
| 6 | The end | All three together, as the final test |
With three mechanics, how many different mixes could a level use? Three on their own, three pairs and one with all three: seven in total.
For n mechanics the count of non-empty mixes is 2 to the power of n, minus 1. Four mechanics give 15, five give 31 (our arithmetic). The list doubles with each new idea.
No designer can build a level for every mix once a game has a handful of mechanics. They choose which mixes teach something and leave the rest out, deliberately.
A well gated first level needs no instructions at all. If the only way forward is a small gap over a safe floor, the player will try jumping, and the game has taught them without a sentence of text.
Children love discovering this, because it means their game can be played by a younger sibling who cannot yet read the instructions.
Older students extend the idea to difficulty: after introducing an idea, raise the challenge, then give a short easy stretch before the next new idea. They plan it as a simple chart before building anything.
They also learn to cut. A mechanic that does not combine well with the others is usually better removed than kept for its own sake.
Playtesting
The most important design tool costs nothing: another person playing your game while you stay silent and watch.
| Step | What the designer does | Why it matters |
|---|---|---|
| 1. Stay quiet | Hands the game over with no explanation | Real players will not have the designer beside them |
| 2. Watch hands and face | Notes where the player hesitates, frowns or laughs | Confusion shows long before a player says anything |
| 3. Count | Writes down how many tries each level takes | Turns "it feels hard" into something you can compare |
| 4. Ask one question | Asks "what were you trying to do there?" | Reveals whether the player understood the goal |
| 5. Change one thing | Fixes the biggest problem only, then tests again | Changing everything at once hides what helped |
Siblings, cousins, friends from school and classmates in a lesson all make good testers. The most useful are people who have not watched the game being made.
In our group lessons, students regularly play each other's games and report back, which gives every young designer honest testers of their own age.
The hardest part of playtesting for a child is hearing that their favourite level is confusing. We teach them to treat it as information about the game, not a judgement of themselves.
A useful rule is to believe what testers do and be more careful with what they suggest. If three players miss the same door, the door needs fixing; how to fix it is still the designer's call.
At school and beyond
Game design is not just a hobby that happens to involve computers. The Australian Curriculum v9 asks students to design interfaces and user experiences, which is exactly what level design is.
| Band | Code | Content description, as published |
|---|---|---|
| Years 5 and 6 | AC9TDI6P03 | "design a user interface for a digital system" |
| Years 7 and 8 | AC9TDI8P07 | "design the user experience of a digital system" |
| Years 9 and 10 | AC9TDI10P07 | "design and prototype the user experience of a digital system" |
Melbourne's ACMI, "the Australian Centre for the Moving Image" in Fed Square, treats videogames as part of screen culture alongside film and television. Its Game Worlds exhibition, which closed on 29 March 2026, featured "more than 30 videogames from the 1970s to today, with 44 playable moments, original builds, rare design materials and hands-on prototypes".
Rare design materials and prototypes are exactly what children make in a design lesson: sketches, paper levels and rough first versions. Seeing that professionals work the same way is a powerful message.
ACMI listed Melbourne International Games Week 2026 for Thursday 8 to Sunday 11 October 2026. Check the organisers' own pages for what is open to families and young people before you go.
Children who enjoy competitions can find coding and design events in our Australian competitions calendar.
Sources, read 7 October 2026: ACARA, Australian Curriculum Version 9.0, Digital Technologies content for Foundation to Year 6 and Years 7 to 10; ACMI About and Game Worlds pages, and the ACMI home page event listing. We are not connected to ACMI.
From design to code
Designs are tested best when they can be played. Here is how a child moves from sketch to working game.
| Age | Design work | Building tool |
|---|---|---|
| 7 to 9 | Draw one level on squared paper and play it with counters | Scratch, with a teacher's help |
| 9 to 12 | Plan a world of four gated levels and a difficulty chart | Scratch on their own, or Roblox Studio |
| 12 to 14 | Write a one-page design document and run playtests | Python with Pygame, or Roblox Studio |
| 14 to 16 | Design systems such as scoring, saving and progression | Godot or Unity |
For the building side in detail, see game development for kids in Australia. Teens and adults who want the programming underneath, including physics and timing, should look at our game programming course. Children who are still at the stage of solving puzzle games will enjoy coding games for kids first.
Growth
Children move through these at their own pace. Most reach the third stage in a year of weekly lessons.
| Stage | What your child can do |
|---|---|
| 1. Dream | Describe a game idea with a clear goal and one main action |
| 2. Sketch | Draw a level that teaches one new idea without written instructions |
| 3. Test | Run a quiet playtest, count tries and change one thing at a time |
| 4. Shape | Plan a whole game's difficulty and cut ideas that do not earn their place |
Not at first. Younger children can do real design work on paper and with simple tools.
Learning to build designs soon matters, though, because building and testing is how a designer finds out whether an idea works.
Almost every young designer does. We keep the dream and shrink the first version until it can be finished in a few weeks.
Finishing a small game teaches more than starting ten large ones, and the big dream becomes the long-term project.
The catalogue
Grouped by age. The free class decides which band fits your child right now.
VGAU / DB / 01
Plan, then build in Scratch, Roblox and Minecraft.
Open the syllabusVGAU / DB / 02
The quickest way to test a paper design.
Open the syllabusVGAU / DB / 03
Games built with AI help, understood step by step.
Open the syllabusVGAU / WD / 01
Design spaces other people can explore.
Open the syllabusVGAU / WD / 02
Build and script inside a familiar world.
Open the syllabusVGAU / WD / 03
The look and feel of a game, done well.
Open the syllabusVGAU / SG / 01
Unity and C# for real, finished games.
Open the syllabusVGAU / SG / 02
Typed code to build designs with Pygame.
Open the syllabusVGAU / SG / 03
Browser games anyone can play from a link.
Open the syllabusHow lessons run
Our teachers are based in India. While daylight saving runs, Sydney and Melbourne sit five and a half hours ahead of India time and Perth two and a half, so a lesson after school in Australia lands in the Indian afternoon.
Weekday afternoon
Right after school, for younger designers.
Saturday
Longer sessions for building and testing.
Sunday
For families with busy weekdays.
Your child sketches and tests a tiny level with a teacher. No card is asked for.
In groups of fifteen to twenty, classmates playtest each other's games every few weeks.
One-to-one lessons for a child with one big game to plan and build.
Teachers question and suggest; the design decisions stay with the child.
Squared paper and coloured pencils are real tools in our lessons, not a break from them.
Finished games can be played at home, and parents make excellent testers.
Student work
A selection of games and apps our students designed, built and published. The student labs hold many more.

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

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

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

Web app
A weather forecasting site with live conditions for any location.
Fees
Families outside India are charged a single monthly fee in US dollars. No enrolment fee, no term lock-in: you can stop after any month.
Free first class
USD 0
no card required
Group batch
USD 100
a month, billed in US dollars
One to one
USD 150
a month, billed in US dollars
What families say
Reproduced as written by families on our Google profile.
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Parent
★★★★★
"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."
Samriddha Mondal
Student
★★★★★
"One of the most wonderful education centres out there. Education is not limited to school syllabus but focuses on skill development."
Vansh Agarwal
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."
Sonam Oswal
Parent of Dhairya
★★★★★
"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."
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Parent
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"I highly recommend this computer coding class! The teachers are incredibly knowledgeable and passionate about coding."
Ritu Kedia
Parent
Parents ask
It is planning how a game plays: its goal, rules, levels, difficulty and feedback, so that someone else can enjoy it. Children practise it on paper and in simple tools, then build and test their designs.
It is introducing one new idea per level in a safe place, letting the player practise it, and only combining ideas the player already knows later on. It lets a game teach itself without written instructions.
Design decides how a game should play; development builds it. They overlap constantly, and children learn most by doing both: designing, building a rough version, testing and redesigning.
From about seven, using paper levels and Scratch. Design needs imagination and empathy more than technical skill, so it suits younger children well.
It practises the design strand of the Australian Curriculum v9 Digital Technologies, which asks students to design user interfaces and user experiences from Years 5 and 6 onwards.
Play their game without asking for help while they watch quietly, count how many tries each level takes, and answer honestly when they ask what you were trying to do.
No. Lessons are for sketching, building, testing and fixing. Playing each other's games is a short, structured part of testing.
Paper first, then Scratch for younger children, Roblox Studio or Python for older ones, and Godot or Unity for teens. The tool follows the design, not the other way round.
Yes. Paper design needs no computer, and Scratch runs in a normal browser. We check your computer before recommending a heavier engine.
The first class is free with no card required. Monthly fees for group and one-to-one lessons are shown in the fees section of this page.
Other ways into games, and our wider Australian pages.
Our full set of Australian guides.
Building games from Scratch to an engine.
The code under games, for teens and adults.
Puzzles that teach programming ideas.
Designing and scripting Roblox experiences.
Ideas to design and build next.
Start here
Send us your details and we will phone when it suits you. In the free class your child designs and tests a tiny level with a teacher, and you hear clearly which course fits.
Before booking, you can see how a lesson is taught or browse all our courses by age.
WhatsApp us · +91 91233 66161 · connect@modernagecoders.com
WhatsApp from an Australian number usually gets the fastest reply. We work from India, which is why our number begins +91; we have no Australian office.
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