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ScratchLevel 2 · Ages 8–11

Scratch Game Studio

Design, build and publish real games in Scratch — with physics, clones, levels and polish.

A Level 2 Scratch course, taught live 1-to-1, for students who have finished Scratch Explorers. Students think like game designers, build smooth movement with gravity and jumping, create enemies and projectiles with clones, add levels, lists, menus and sound, then playtest, improve and present a finished game of their own.

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A fox character jumping across platforms in a Scratch-style block-coding project

About this course

Scratch Game Studio takes students who already know the basics of Scratch — events, loops, sensing, variables and if/then — and turns them into game makers. The focus shifts from "can I make it work?" to "how do I make it fun?".

Every lesson is taught live and 1-to-1 by a Coding Champions instructor over a video call: a short recap, one new technique explained with a worked example, a guided build together and an independent challenge. The lesson page keeps every step and block name so students can revisit it between sessions.

The course has five modules. Game design thinking covers what makes games fun (goals, rules, challenge and feedback) and how to plan a game on paper. Smooth movement & physics builds velocity, gravity, jumping and platform collisions into a platformer level. Clones & enemies uses clones to spawn enemies, collectibles and projectiles for an arcade game. Levels, lists & polish adds multiple levels, lists for high scores and inventories, menus, instructions and sound design. Publish & reflect is about playtesting with a real player, acting on feedback, writing instructions and credits, and presenting the finished game.

There are three projects: an arcade game with clones, a platformer level, and a final studio game. Students build in the free Scratch editor (online or the desktop app) and submit their work under My Projects as a Scratch project link or an .sb3 file. The course finishes with an instructor sign-off after the final presentation.

What your child will learn

  • Describe a game in terms of its goal, rules, challenge and feedback, and plan a game on paper before building it
  • Build smooth, natural movement using velocity variables and friction
  • Code gravity, jumping and platform collisions for a platformer
  • Use clones to spawn enemies, collectibles and projectiles, and delete them cleanly
  • Organise a game into levels and screens using backdrops, costumes, broadcasts and variables
  • Use lists to store high scores or an inventory
  • Add menus, instructions and purposeful sound design to make a game feel finished
  • Playtest with another person, act on their feedback, and present a finished game with credits

Course structure

  1. 1

    Game design thinking

    Think like a game designer: break games down into goals, rules, challenge and feedback, and plan your own games on paper before you code.

    2 lessons

  2. 2

    Smooth movement & physics

    Use velocity variables, friction and gravity for movement that feels great, then build jumping and platform collisions into your first platformer level.

    3 lessons

  3. 3

    Clones & enemies

    Use clones to make many copies of a sprite, spawn enemies in waves, fire projectiles, and combine them into a complete arcade game.

    3 lessons

  4. 4

    Levels, lists & polish

    Start your final studio game: add multiple levels, use lists for high scores or an inventory, and build menus, instructions screens and sound design.

    3 lessons

  5. 5

    Publish & reflect

    Playtest your final game with someone else, act on their feedback, write instructions, notes and credits, and present your finished studio game.

    3 lessons

Example projects

Illustrative example — not student work

Moon Hopper

A platformer where an astronaut jumps across floating rocks with low gravity, collecting fuel cells to unlock the rocket at the end of each level.

Illustrative example — not student work

Garden Defender

An arcade game where a ladybird fires water droplets at waves of cloned beetles, with lives, a rising difficulty and a high-score list.

Illustrative example — not student work

Key Quest

A three-level adventure with a title screen, an instructions screen and an inventory list — collect the key to open each door.