Innovative Designer
Designs an original hero and world, playtests the game, then tunes features and difficulty.
Practised in 5 of 8 lessons
Over 8 weeks, your kid builds their very own Super Mario game from scratch — with AI helping every step. They design the hero, draw the world, make the music and sound effects, and code the jumping, coins and enemies. It ends as a real game they can play and share with friends.
Part of the AI Coding Studio track.
You do not need to have the whole term planned before contacting us. Start with the days that normally work and we will help with the rest.
Free 15-minute fit check. No date choice needed yet.
Share your child's age, suburb and the weekdays that usually suit your family.
We confirm the next start date, face-to-face venue and a weekly time before you commit.
Your child comes at the same time each week and builds one visible part of the game each session.

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Most kids’ coding classes stop at “move a square.” Here, AI makes the art, the music, the sound, and helps write the code — so a 10-year-old can ship a game that actually looks and sounds like a game. Four AI skills, woven through all 8 weeks:
Hero, enemies, coins, tiles, backgrounds and UI — kids prompt and art-direct every sprite with Flux/SDXL, then drop them straight into the game.
An original 8-bit theme song + power-up and victory jingles, composed with Suno. Every kid leaves with a soundtrack that is theirs.
Jump, coin, stomp and game-over sounds — generated, trimmed, and wired to the right moment so the game actually feels alive.
Direct an AI agent to write the game logic, then read it, debug it, and make it your own — the real skill of building with AI, not just typing syntax.
Each capability is tied to something children actually do in the course. The lesson markers below show where that practice happens.
Training intensity describes how strongly and how often the course deliberately practises a capability. It is not a score for your child.
Designs an original hero and world, playtests the game, then tunes features and difficulty.
Practised in 5 of 8 lessons
Builds and debugs movement, physics, collisions, state, levels and a complete game loop.
Practised in 5 of 8 lessons
Combines original visual, music and interaction choices into a game presented on demo day.
Practised in 3 of 8 lessons
Uses playtest feedback and AI explanations to diagnose bugs and improve a personal build.
Practised in 3 of 8 lessons
Gives and receives peer playtest feedback to improve games across the class studio.
Practised in 1 of 8 lessons
Every single week ends with a visible, playable result — never “we’ll see it next term.” The game grows in front of them, session by session.

What makes a Super Mario game fun. Sketch your hero (your very own Mario!) and pick a world theme — lava castle? candy land? space?
AI this week: AI concept art: prompt Flux/SDXL for a character sheet and a world style. Pick your favourite, set up the game project in Kids OpenCode.
Spot what makes a hero, world and title screen memorable.
Art-direct a character sheet with matching front, side and jump poses.
Unlocked in class: the exact title-screen build, teacher prompts and project checklist stay hidden until the hero design is ready.
Unlocked in class: the guided build sequence, teacher prompts and the next working feature.
Unlocked in class: coach check-ins, AI debugging prompts and targeted fixes.
Unlocked in class: extension challenges, individual polish and the end-of-lesson checkpoint.
A title screen with your original hero standing in their world.

Keyboard input, walking and running, and sprite animation — then gravity, jump height and “coyote time”, the invisible tuning that makes a jump feel satisfying instead of floaty. The whole character controller in one week.
AI this week: AI-generate idle + run animation frames and read/debug the movement code the AI writes; then use AI to tune the jump physics and explain what each number does — so you understand the feel, not just copy it.
Generate idle + run frames, then read and debug AI-written keyboard movement.
Narrate the movement code line by line before running your own — the habit of the course.
Unlocked in class: the movement checklist, AI-debug prompts and the one-variable-at-a-time tuning targets appear once the animation frames are ready.
Unlocked in class: the guided build sequence, teacher prompts and the next working feature.
Unlocked in class: coach check-ins, AI debugging prompts and targeted fixes.
Unlocked in class: extension challenges, individual polish and the end-of-lesson checkpoint.
Your hero walks, runs and jumps — with a jump that actually feels good (and you can say why).

Tilemaps, platforms, gaps and pipes — designing a level players want to run through.
AI this week: AI-generate the tile set: ground, bricks, pipes, clouds, decorations — all in your world’s art style.
A real Super Mario level you can run and jump through.

Collectibles and the first audio week — the moment the game stops being silent.
AI this week: AI sound FX for the coin + jump, and an original 8-bit theme song with Suno, wired to play at the right time.
Coins that go *ding*, and your own theme music playing.

Patrolling enemies, stomp-to-defeat, and taking damage — risk that makes the coins worth collecting.
AI this week: AI-generate an enemy sprite + walk cycle, then build its patrol behaviour with AI-written logic you review.
An enemy you can stomp — or that ends your run.

Items, state changes (grow / speed / double-jump), and particle effects for that satisfying *pop*.
AI this week: AI-generate the power-up item art and a short pickup jingle; AI helps add the particle burst.
Grab a power-up and watch your hero level up on screen.

Score, lives, a goal flag, and title / win / lose screens — closing the full game loop so it is a real game, not a demo.
AI this week: AI-generate the UI art (hearts, score font, banners) and a victory fanfare to celebrate a clear.
A complete, beatable level — start screen to win/lose.

Playtest, balance the difficulty, fix the last bugs, and deploy to a public link. Then everyone plays each other’s games.
AI this week: AI as debugging partner for the final bugs, plus an AI-made title card and a short trailer GIF to show it off.
A public game URL + a shareable trailer. Demo day!
Delivered in person as a hands-on workshop. 8–15 kids per cohort. 8 weekly sessions, ~90 min each.
Built in Kids OpenCode (safe + scaffolded). Art via Flux/SDXL, music via Suno, sound via ElevenLabs — all through our DeepRouter gateway with kid-safe defaults. The game runs in the browser and deploys to a public link.
8 sessions · A$60 per session
Free 15-min consult first · refundable if the cohort doesn’t fill.
Yes. We run this class face to face in a small group, so the teacher can sit with each child when they get stuck.
No traditional coding required — but this is a step up from AI Creative Lab. Kids should be comfortable typing and reading English. We teach how to direct AI to write the game code, then read and fix it, rather than memorising syntax.
A complete, playable Super Mario game — their own hero, AI-made art, music and sound — live at a public link they can text to friends, plus a short trailer GIF. It is a real game they made, not a worksheet.
Yes — a real Super Mario–type game: run, jump, stomp enemies, collect coins, reach the flag. The twist is your kid designs their own hero, world and music with AI, so it’s their version — not a copy of anyone else’s.
Let us know as soon as you can. We will look at where the class is up to and tell you the most practical catch-up option.
Book a free 15-min consult — we’ll check it’s the right fit and tell you when the next cohort starts.
Book Free Consult