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Scratch 3.0 Game Development: Build 14 Games
Rating: 4.0 out of 5(931 ratings)
6,836 students

Scratch 3.0 Game Development: Build 14 Games

Build Scratch 3.0 games using sprites, events, loops and variables, then test scoring, timing and fair challenges.
Last updated 10/2026
English
English [Auto],

What you'll learn

  • Build Scratch 3.0 games using sprites, events, conditions and loops.
  • Create player movement, scoring and game-over behaviour in arcade-style projects.
  • Coordinate sprites and scene changes with Scratch messages.
  • Use variables and mathematical ideas to create interactive game challenges.
  • Test scores, timers and restart behaviour against clear expectations.
  • Improve a game's fairness by changing one rule and observing a short playtest.

Course content

21 sections • 71 lectures • 9h 56m total length
  • Getting Introduced in Scratch 3.0 Environment5:59

    Explore Scratch 3.0's redesigned interface, new block order and colors, and the updated paint and sound editors, plus extensions and mobile play capabilities for starting a new project.

  • 3 Tips to Get More Value Out of this Course0:53
  • How to dowload the initial games from the resources and upload them to Scrarch 34:56

    Download the snake game from the resources, extract the zip, load these files into Scratch 3.0, and replace the current project contents to build the complete game.

  • Blocks and Commands in Scratch 3.02:37

    Explore Scratch 3.0 with the nine command categories motion, looks, sounds, events, control, sensing, operators, variables, and blocks, using the default cat sprite, costumes, backdrops, size, and custom blocks.

Requirements

  • No previous Scratch or text-based coding experience is needed for the game-building path. Basic computer skills will help you manage sprites, project files and saved copies.
  • Use the Scratch 3.0 editor and a computer where you can download, open and save projects. Check access to the editor before using the activities with a group.
  • Set aside time to build, change and playtest each game. Later general-programming sections extend the concepts and can be studied after the Scratch projects.

Description

Create playable Scratch 3.0 games while learning how programs respond to events, make decisions and keep track of information. This course uses 14 game projects to turn visual programming concepts into behaviour you can see, test and improve.

Follow projects including a helicopter game, Snake, a racing game, a space-invader game and a block breaker. Begin with the Scratch environment and simple sequences, then combine sprite movement, loops, conditions, messages, scores and game-over rules. Later sections introduce general programming and object-oriented concepts beyond the game projects.

What you can build and explain

A sprite that responds to input and follows a movement rule.

Events and messages that coordinate several parts of a game.

Scoring and timing behaviour that changes with the player's actions.

A clear start, end and restart state for a completed project.

The final reading workshops help you go beyond reproducing a demonstration. Coordinate a scene change, test scores and restart behaviour, then change one rule and run a simple playtest to examine fairness. Record what you expected and what the player experienced before deciding whether the change should remain.

Choose this course if you are an adult beginner, parent, educator or coding enthusiast who learns well by making small games. Prior text-based programming experience is not required for the Scratch projects; basic computer skills and access to the Scratch editor will help you follow along.

Work at your own pace, save copies before experimenting and give yourself time to change the examples. The value is in understanding why a script behaves as it does and using that understanding to make a game your own.

A creative route into programming

Scratch makes code visible as blocks, but the important learning lies in the behaviour those blocks produce. This course uses a collection of arcade-style projects to give sequence, events, conditions, loops and variables a purpose. You can see a player move, a score change and a game reach an ending state. That creates an immediate reason to ask why the program behaved as it did. The game-building path is suitable for an adult beginner who wants a creative introduction before concentrating on text-based syntax.

Getting comfortable with the workspace

The opening lessons introduce the Scratch 3.0 environment, blocks and project resources. Learn how to save your own version and return to a working example before making changes. A saved copy lets you compare behaviour rather than guessing what an edit affected. The sequence and loop introductions then provide a first connection between instructions and visible movement. Take time to predict an effect before running the script. That simple habit turns a demonstration into an experiment you can explain.

Different games, different programming questions

The helicopter, space-invader, Snake, racing and block-breaker projects offer distinct settings for common ideas. Movement, repeated action, collision and scoring can appear in more than one game while serving different rules. Compare the rule rather than assuming that the same-looking blocks always have the same purpose. A player that moves continuously raises a different question from an object that should react once to an event. These differences give the project collection more learning value than simply changing costumes around the same unexplained script.

Coordinating sprites and events

A Scratch project can contain several scripts responding to events. Their relationship matters when a game begins, changes scene or ends. The message-reading article encourages you to map the sender, the receiving sprites and the work that must finish before the next action. Broadcasting and waiting answer different sequencing needs. The useful task is to explain the dependency, not automatically choose the option that sounds more controlled. A clear message map can make a confusing transition easier to understand and review.

Scores, timers and remembered information

Variables give the game memory. A score, timer or condition affecting play needs a starting value and rules for change. Ask which script owns each update and what should happen on restart. A game can work on its first run and still carry information into the next attempt unintentionally. The score-and-restart workshop makes those questions concrete. You can write a short expected sequence and compare it with play, which is more informative than deciding the game is finished because one attempt looked correct.

Using mathematical ideas in a project

The curriculum includes geometry and algebra-related games alongside arcade examples. These offer opportunities to see how a mathematical relationship can drive interaction. Identify which quantity the program represents and how the player encounters it. A clear explanation matters more than adding a formula without understanding its role. Educators and parents can use the examples as material to adapt, but the course does not automatically provide a complete lesson plan for every age or curriculum. The project needs to be matched with the learner and the intended goal.

Making a challenge fairer

The additional fair-challenge workshop asks you to change one rule and observe a playtest. This is a small but useful introduction to design iteration. A game may be difficult because the challenge is demanding or because the player cannot understand what is expected. State which issue you want to investigate, make one change and compare the result. Avoid treating an easier game as automatically better. The important outcome is an explanation of the trade-off and evidence from a short, deliberate test.

Testing as part of making

Playtesting can do more than reveal whether a project runs. Check the start state, a scoring event, a failure condition and a restart. If a result is unexpected, describe the rule you intended and the event sequence you observed. This gives you a focused debugging question. The supplied completed games can support comparison, but copying a finished script is not the same as understanding it. Reproduce a small part, change one assumption and explain the difference before adding more features.

The bridge toward further programming

Later general-programming and OOP sections introduce variables, arrays, functions, files and object-oriented vocabulary beyond Scratch. They provide a possible bridge into subsequent text-based study, rather than requiring you to master another language before completing the games. Choose this course for a substantial visual-programming path and projects you can investigate creatively. It does not promise professional game-development expertise or a commercial release. A useful result is a set of games whose rules you can explain, tests you can repeat and a clearer foundation for deciding what kind of programming to learn next.

Curriculum at a glance

Scratch 3.0 Overview

Learning to Code with Scratch 3.0

Developing Helicopter Game in Scratch 3.0

Creating a Game with Elsa from Frozen

Developing the "Super Space Invaders" Game in Scratch 3.0

Building the Snake game in Scratch 3.0

Creating a Pac-Man-style game in Scratch 3.0

Creating the "Scary Shark Game" in Scratch 3.0

Developing Racing Car Game in Scratch 3.0

Developing the "Crossing the Road Game with the Crab" in Scratch 3.0

Developing the "Witch Game" with Geometry and Informatics in Scratch 3.0

Creating an Algebra Game Solving Mathematical Polynomial Equations - Scratch 3.0

Developing "Collect the Garbage" Game in Scratch 3.0

The "A Lovebug in my Plate" game project

Download all the Games in Scratch 3.0 completed

Creating the Arkanoid Game - The Absolute Block Breaker in Scratch 3.0

From Scratch game projects to general programming concepts

Advanced Programming Concepts

Game Design Workshop: Fair Challenges

Who this course is for:

  • You are an adult beginner who wants to learn visual programming by building arcade-style games with movement, scores, timers and winning conditions.
  • You enjoy creative projects and want to see how events, conditions, loops and variables change a player's experience.
  • You are a parent, educator or coding-club organiser seeking Scratch game examples that you can adapt with suitable guidance.
  • You have made a simple Scratch project and want more practice coordinating sprites, testing restart behaviour and improving a challenge through a one-rule playtest.