We’ll get to dream, build, and share a finished game by the end of the course — something that’s fun to play and shows off what we learned.
What’s one word you think of when you imagine a great game?
What’s one word you think of when you imagine a bad game?
Which game genres are you most interested in creating? (Choose up to 3)
Which roles interest you the most? (Choose up to 3)
Do you know a game we should demo as a class? (limited spots and age appropriate)
Accessibility: Every student can run the same game on a desktop computer, laptop, or since we are hosting on a website, tablet/mobile.
Simpler controls.
No app store approvals: We don’t need to deal with publishing rules from Apple or Google.
Easy to share: Friends, family, and classmates can play with just a link — no downloads.
If we plan the controls right, we can even play on tablets/mobile devices in a web browser.
Safe & free: no need to install anything.
Showcase ready: We can embed or link the final project on our class site.
Free & open source: No licenses, subscriptions, or hidden costs. Well documented as far as open source goes.
Lightweight & fast: Runs on classroom computers without heavy requirements.
Professional but beginner-friendly: Easy to start with, yet powerful enough for real studios.
Great for 2D: Godot’s 2D tools are some of the best of any engine (many engines focus on 3D first).
Safe for students: No ads, no account sign-ups required to use it.
Multiplayer is possible.
Note to teacher: Skip The Rise of Golden Idol clip @ 2:23
Faster to learn: Students can make sprites, sounds, and scripts without complex modeling.
More creative freedom: It’s easier to finish and polish a 2D project than to get stuck in 3D complexity.
Classic & timeless: Some of the most fun and beloved games (Stardew Valley, Celeste, Undertale) are 2D.
Better for teamwork: Each role (art, story, code, sound, management) can contribute meaningfully right away
I first fell in love with computers because of video games — Commander Keen, Harvest Moon, and Dynasty Warriors were my jam. I started coding back in middle school, and eventually worked as a software engineer.
At my first role, I fixed a security bug that made the news and worked on cryptography (algorithms that encrypt and decrypt data).
At my second role, I wrote code that let robots “talk” to people.
At my third role, I worked with and contributed to an open source code library for a communication protocol, OPC UA.
I don’t have tons of game dev experience, but I did make a full chess game in college (and yes, it handled all the weird special moves).
Here’s my big belief: if you can learn to code one hard thing, you can code anything.
Why does that matter? Because I know first-hand that even professional projects can fail if they grow too big, ignore licenses, or never get finished. I want to help us avoid those mistakes — so we can actually ship our game.
In Gather Studio, we work like a real creative team:
Respect ideas and give feedback that helps.
Collaborate openly — share credit, solve problems together.
Stay professional — focus time = studio work time.
Trust fairness — turns and choices are unbiased.
Take creative risks — it’s okay if not every idea works out.
We will avoid profanity and graphic violence in our game and in our classroom.
Each student draws two slips and quickly pitches a one-sentence game idea.