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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.