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Overview

I designed and prototyped 12 educational games for a game creator program at an IT school, made especially for kids aged 8 to 12. The games use visual programming, so students can jump into creating without needing to learn traditional code. Each one explores a different genre—from racing and treasure hunts to puzzle-solving—giving kids a fun and hands-on way to understand how games work.

Table of Contents

table of contents: 1 concept and objectivetable of contents: 2 design and developmenttable of contents: 3 project deliverablestable of contents:4 testing and feedbacktable of contents: 5 key learnings

Concept

Genre and Audience

The games are designed for younger audiences (ages 6-12) and focus on various genres such as shooting, treasure hunting, maze-solving, and racing, providing a diverse introduction to game creation.

Project Objectives

What I Set Out To Do

The goal was to make simple, interactive prototypes that help students learn by doing. I wanted them to play around with different game mechanics, get creative, and build their own ideas. These prototypes are just the starting point—later on, professional developers will take them further and turn them into full games for the school’s curriculum.

Design and Development

Designed to Be Reimagined

The games were prototyped using Springin’, a visual programming app that allows students to create interactive games without needing to write traditional code. Each game was designed to introduce specific mechanics—such as timing, navigation, memory, or logic—that align with core game development principles. While I designed the games with simple and playful elements to demonstrate the mechanics clearly, the visual style and characters were based on what felt intuitive and fun at the time. These designs are only a starting point. In fact, students are encouraged to modify the artwork, themes, and ideas freely—the more personalized, the better. The goal is to spark creativity, not limit it. Each prototype was crafted to be easily editable so learners can remix, rebuild, and improve upon the original ideas as they grow in skill and confidence.

Shooting GameTreasure GameMaze Game
Find the Hidden Cat GameCatch the burger GameCatch the Fish  Game
Scrolling Game The Crane GameCar Racing Game
Jumping GamePet Care GameCity of Games
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Shooting Game

Players control a moving gun and must shoot at an enemy that moves across the screen. If the enemy reaches the gun, it’s game over. The goal is to shoot as many enemies as possible without letting them get too close.

Game assetsShooting GameGoal PageGame Over Page
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Treasure Game

In this game, players control a character who must collect treasures scattered across a single map while navigating tricky terrain. The goal is to gather as many treasures as possible without falling off or touching any hazards. Players must move carefully—falling off the edge of the terrain results in a game over. There are also enemies that move around the map. If the character touches an enemy or is touched by one, it's an instant game over.

Game AssetsGame AssetsTreasure GameGame Over PageGoal Page

A variation of this game appears at the end of the course, called “Game Town,” featuring a similar treasure-collecting mechanic within a new environment.

Instructions PageTreasure Game v2Goal PageGame Over Page
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Maze Game

Players navigate through a maze, collecting keys to unlock doors and reach the finish line. Along the way, they must avoid enemies. If they touch an enemy or if an enemy reaches them, it’s game over.

Game AssetsMaze GameGoal PageGame Over Page
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Hidden Cat Game

Players control a moving gun and must shoot at an enemy that moves across the screen. If the enemy reaches the gun, it’s game over. The goal is to shoot as many enemies as possible without letting them get too close.

Game AssetsFind the Hidden Cat GameGame Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Summary of Game Pages
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Catch the Burger

Players must catch all the ingredients needed to make a hamburger and serve it to customers. If any ingredient falls, it’s game over, and the player must restart the game.

Game AssetsGame AssetsCatch the burger GameGame Screenshot
Goal Page
Game Over Page
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Catch the Fish

The main character, a cat, must catch as many fish as possible to reach the goal line. However, bombs also fall, and if the cat catches a bomb, it loses one of its three hearts. If the hearts run out, it’s game over.

Game AssetsCatch the Fish  GameGame Screenshot
Goal PageGame Over Page

A version of this game also appears at the end of the course in “Game Town,” with similar mechanics.

Instructions PageGame ScreenshotGoal Page
Game Over Page
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Scrolling Game

Similar to the Chrome Dinosaur game, the player controls a character that collects treasures while the background scrolls. Cacti appear, and the player must avoid them. If the character touches a cactus, it’s game over. Collecting treasure brings the player closer to the goal, and the difficulty increases as the game progresses.

Game Assets
Scrolling Game Game Over PageGoal Page
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Crane Machine Game

This game simulates a crane claw machine where the player uses the claw to try and catch an item. If the timer runs out without catching anything, it’s game over.

Game AssetsThe Crane GameGame Screenshot

A version of this game also appears at the end of the course in “Game Town,” with similar mechanics.

Instructions PageCrane Game v2
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Racing Game

Players must race a car to the finish line before the timer runs out. They need to avoid obstacles that slow them down in order to reach the finish line on time.

Game AssetsCar Racing GameGoal PageGame Over Page
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Jumping Game

The background moves as obstacles and treasures appear. The player’s character must jump from one terrain to another to avoid falling. If the player falls, it’s game over. The game keeps track of how many terrains the player successfully jumps over.

Game AssetsGame AssetsJumping GameGame ScreenshotGoal PageGame Over Page
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Pet Care Game

Similar to Tamagotchi, the player takes care of a pet by feeding, petting, and bathing it. Completing all three tasks fills the gray heart with red, and when three hearts are filled, the player wins the game.

Game AssetsGame AssetsGame AssetsGame AssetsPet Care GameGame Screenshot
Game ScreenshotGame ScreenshotGoal Page
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City of Games

City of Games is a central hub where each building leads to a different mini-game. The character starts at a bus stop, arriving in the city with a short bus animation before exploring and playing the games inside each building.

Game AssetsGame AssetsGame AssetsGame AssetsGame AssetsCity of GamesGame ScreenshotGame ScreenshotGoal Page
Game Over Page

Project Deliverables

Intructional Materials and Guides

In addition to designing the games, I created supporting instructional materials to help both teachers and students create and modify the games at their own pace. These materials were designed to facilitate the learning process and ensure a smooth experience for users at different levels of familiarity with game design.

Teacher Guides: Comprehensive instructions to assist teachers in leading students through the game creation process

Teachers Guide

Student Guides: Clear, step-by-step instructions created in both English and Japanese to help students build and customize the games on their own, at their own pace.

Student's guideStudent's guide
Student's guideStudent's guide
Student's guideStudent's guide

Prototype

Play a Sample Game

Here’s a working prototype of one of the games used in the curriculum — the Treasure Game. It’s a simple but fun challenge where players collect treasures while avoiding obstacles. This version was made using the Springin’ visual programming app, which students used throughout the program.

💡 Tip: For the best experience, especially on tablets or smartphones, it’s recommended to download the Springin’ app for smoother gameplay.

User Testing

From Prototype to Play

Before finalizing the designs, we tested the games with real students in the classroom. Watching how they interacted with each game helped shape and improve everything—from game mechanics to difficulty pacing.It was especially rewarding to see students take the base prototypes and add their own creative twists. Some turned a simple treasure hunt into an ocean adventure; others reimagined the maze game with custom items and crazy level layouts.

Sample of Student WorksSample of Student WorksSample of Student WorksSample of Student WorksSample of Student WorksSample of Student WorksSample of Student WorksSample of Student WorksUser Test Image

Feedback

Here are a few things students said during the process

Seeing the students interact with the games was one of the most rewarding parts of this project. They didn’t just play—they experimented, modified, and made the games their own. Some changed the characters, others tweaked the rules, and many added their personal touch with sound effects or new challenges. Their creativity, curiosity, and honest feedback helped shape the direction of the curriculum and showed just how powerful hands-on learning can be.

Student Feedback

Key Learnings

What I Learned

This project gave me the chance to dive deeper into game design—from finding the right balance in difficulty to making sure each mechanic felt intuitive and fun. I also learned a lot about how to turn complex ideas into tools that are actually useful for young learners. One of the most fulfilling parts was seeing how visual programming could spark curiosity and build a strong foundation for students who might one day dive into real coding.

Next Steps

What's Next

The journey doesn’t stop at prototypes. The next step is to pass these games on to professional programmers and 2D game creators, who will refine the mechanics, polish the design, and transform them into fully playable experiences. We’re also planning to add new features like multiplayer modes, advanced levels, and more complex game mechanics to deepen both the fun and the learning.Once ready, the games will be officially integrated into the IT school’s curriculum—giving students the chance to not only play, but also modify, remix, and create. Eventually, they’ll even build their own versions from scratch, bringing their creativity to life with the skills they’ve developed.

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