Live online JavaScript Game Development classes for kids

Start your Gaming journey with JavaScript

javascript game development classes for kids
online javascript game development classes for kids

About Me (Course Instructor)

Profile Picture of Course Instructor

Dear Parent.

I am Aakash. As a software engineer and passionate game developer, I bring advanced logic to my python coding classes. I guide students through building 2D games using Pygame, mastering physics, sprite animation, and game loops. My mission is to turn young creators into software architects who build playable, professional-grade games.

Learner Projects

Project: Dodge Ball
Learner name: Elena Rossi
Age: 13

Project: Snake Game
Learner name: Samiro Forton
Age: 14

Project: Ping Pong
Learner name: Samiro Forton
Age: 14

Module 1: Basic to Intermediate

In this course, student will get introduced to the basics of game dev in JavaScript (JS) and build amazing games to get a solid foundation and understanding.

  [Total no.of classes: 16

  Recommend: two classes per week]

Please Note: 

1. After each class, student will be given few simple, easy homework assignments so that he/she doesn’t loose continuity between classes.

2. The number of classes can go more than the said number depending on student’s pace. No charges for those extra classes.

3. The student will continue to get mentorship in this subject for lifelong even after the completion of the course.  

Class 1: My First Magic Canvas – Let’s create your very first digital canvas and draw colorful shapes that appear exactly where we tell them to. This is where your coding journey begins and where you realize, “Hey, I can control the screen!”
concepts: setup(), draw(), createCanvas(), background(), basic shapes.

Class 2: Emoji Face Builder – Let’s build a cute emoji face using simple shapes. I’ll help you place eyes, nose, and mouth perfectly and change expressions by tweaking numbers. You’ll feel like a digital artist creating characters using code.
concepts: ellipse(), rect(), fill(), stroke(), coordinates, colors.

Class 3: Mouse Drawing – Now I’ll show you how to make your drawings react to you. Whatever you move your mouse, shapes will follow it smoothly. This makes your project feel alive and interactive.
concepts: mouseX, mouseY, interactivity, real-time updates.

Class 4: Color Splash Game – Every click creates a colorful splash on the screen. I’ll teach you how to change colors randomly so every click feels surprising and fun, like popping paint balloons.
concepts: mousePressed(), random(), RGB colors, events.

Class 5: Bouncing Ball Playground – Let’s make a ball move on its own and bounce off the walls like it’s trapped inside a box. I’ll explain motion in the simplest way so you understand how games make things move naturally.
concepts: variables, speed, movement, condition checks, animation loop.

Class 6: Catch the Falling Stars – Stars will fall from the sky and your job is to catch them using a basket. I’ll show you how games keep score and detect when two things touch each other.
concepts: collision detection, score variables, object movement.

Class 7: Keyboard Hero – Now your keyboard becomes your controller. I’ll help you move a character left, right, up, and down using arrow keys, just like a real game character.
concepts: keyPressed(), keyIsDown(), keyboard input, player control.

Class 8: Endless Road Runner – We’ll build a simple endless runner where the road keeps moving and obstacles come toward you. I’ll explain how looping backgrounds create the illusion of infinite worlds.
concepts: looping visuals, object recycling, continuous motion.

Class 9: Shape Battle Arena – Different shapes move around the screen and bump into each other. I’ll show you how to manage multiple objects at once so your game feels busy and exciting.
concepts: arrays, multiple objects, basic object logic.

Class 10: Bubble Pop Challenge – Bubbles float around and pop when clicked. I’ll teach you how each bubble can have its own size, speed, and color, making the game feel playful and dynamic.
concepts: objects, properties, mouse interaction, condition checks.

Class 11: Drawing Pad Deluxe – Let’s turn your canvas into a mini drawing app. You can draw freely, change colors, and clear the screen. This shows how real creative apps are built step by step.
concepts: mouse dragging, dynamic drawing, UI logic.

Class 12: Maze Explorer – I’ll help you build a simple maze and move a character through it without touching the walls. This teaches careful movement and makes players think before acting.
concepts: collision boundaries, grid layouts, controlled movement.

Class 13: Dodge the Blocks – Blocks slide in from different directions and your goal is to survive as long as possible. I’ll show you how games increase difficulty slowly to keep players hooked.
concepts: difficulty scaling, timing, obstacle logic.

Class 14: Reaction Speed Test – Shapes appear randomly and you must click them as fast as possible. I’ll help you calculate reaction time so the game feels like a real skill tester.
concepts: timers, frameCount, performance measurement.

Class 15: Mini Sports Game – We’ll build a simple bat-and-ball style game where timing and movement matters a lot. This project shows how many small ideas combine to make a complete game.
concepts: physics basics, collision response, scoring system.

Class 16: Space Shooting – In our final project, we’ll combine movement, scoring, obstacles, interaction, and visuals into one polished game you can proudly show to anyone. This is where you truly feel like a game creator.
concepts: full game flow, state management, polishing logic, clean structure.

Module 2: Pro Game Developer

In this course, student becomes a pro at python game development by learning intermediate to advance concepts and will surely be able to develop his/her own game independently.

  [Total no.of classes: 16

  Recommend: two classes per week]

Please Note: 

1. After each class, student will be given few simple, easy homework assignments so that he/she doesn’t loose continuity between classes.

2. The number of classes can go more than the said number depending on student’s pace. No charges for those extra classes.

3. The student will continue to get mentorship in this subject for lifelong even after the completion of the course.  

Class 1: Endless Runner City We’ll build a fast-paced runner where the city scrolls endlessly using reused objects. Players earn points for distance, lose lives on collisions, and the game ends when all lives are gone, encouraging high-score runs.
concepts: game loop, canvas rendering, requestAnimationFrame, object reuse, collision basics.

Class 2: Obstacle Dodge Arena We’ll create a survival arena where obstacles spawn faster over time. The score increases with survival time, and the game ends when the player takes too many hits.
concepts: timers, random generation, difficulty scaling, collision detection.

Class 3: Car Race Sprint We’ll build a top-down racing game with smooth controls and lane-based movement. Players score by overtaking cars and must reach the finish line before crashing too many times.
concepts: keyboard controls, velocity, acceleration, boundaries, game states.

Class 4: Maze Escape Mission We’ll design a timed maze where players race to find the exit. Faster escapes earn higher scores, while running out of time ends the game.
concepts: grid systems, collision logic, timers, level completion logic.

Class 5: Treasure Hunt Quest We’ll build an exploration game where players collect treasures while avoiding traps. Treasures increase score, traps reduce health, and the game ends when all treasures are collected or health runs out.
concepts: collectibles, score systems, hitboxes, state tracking.

Class 6: Shooting Gallery Challenge We’ll create a reaction-based shooting game where targets appear briefly. Accurate hits increase score, misses reduce it, and the final score determines the result.
concepts: mouse events, hit testing, timers, score calculation.

Class 7: Platform Jump World We’ll design a classic platformer with jumping, gravity, and moving platforms. Players collect items to score points and lose lives by falling, winning by clearing the level.
concepts: gravity, jumping physics, platforms, collision resolution.

Class 8: Boss Fight Battle We’ll create a boss of the enemy team with health, attack patterns, and phases. Players must survive and defeat the boss to win, or lose if their health reaches zero.
concepts: enemy AI patterns, health systems, cooldowns, phase logic.

Class 9: Level Builder System We’ll load game levels from data instead of hardcoding them. Players progress through levels, earning scores for efficient completion.
concepts: arrays of objects, level data structures, dynamic rendering.

Class 10: Power-Up Frenzy We’ll add temporary power-ups like speed and shields to our game character who needs to win the marathon. Using them wisely boosts score, while poor timing makes the character harder to sustain.
concepts: timers, modifiers, effect stacking, state management.

Class 11: Smart Enemy Patrols We’ll create enemies that patrol, chase, and retreat based on player distance. Avoiding enemies increases survival time, while getting caught reduces lives.
concepts: simple AI, distance checks, behavior switching.

Class 12: Game Menu & HUD System We’ll add menus, pause screens, score displays, and game-over screens to make the game feel complete and replayable.
concepts: game states, UI overlays, pause/resume logic.

Class 13: Save Progress Game We’ll allow players to save scores and progress in the browser. Players can reload the game and continue improving their results.
concepts: localStorage, serialization, game state persistence.

Class 14: Tic-Tac-Toe We’ll build a fun two-player board game where players take turns placing their marks on the screen to win this tic-tac-toe game.
concepts: turn systems, input control, state switching.

Class 15: Physics Playground We’ll experiment with bouncing, angles, and momentum of the bouncing ball to complete physics-based challenges and score points.
concepts: vectors, collision response, physics math.

Class 16: Mystery Island Adventure We’ll build a complete story-driven game where the player explores a mysterious island, completes timed challenges, solves simple puzzles, and collects artifacts while avoiding traps and enemies. Players earn points for exploration, puzzle solving, and safe navigation, lose points or lives for mistakes, win by collecting all key artifacts and escaping the island, and lose if time runs out or all lives are lost.
concepts: full game architecture, optimization, debugging, polish, performance thinking.

My JavaScript Game Development Expertise

Creative Coding Specialist: Expert in using the p5.js library to teach kids how to combine art with programming to create unique interactive sketches.

Web Animation Mentor: Skilled in guiding students through the “draw loop” to create smooth movement, physics, and character animations that run in any browser.

Interactive Design Architect: Proficient in teaching how to use mouse and keyboard inputs to turn static drawings into fully playable web games.

Learner Feedback

Learner: Hiroshi | Age 11 | Japan
Rating (5 star): ⭐⭐⭐⭐⭐
“I love that I can make circles move just by moving my mouse and it looks like a real game.”

Learner: Elena Rossi | Age 13 | Italy
Rating (4.5 star): ⭐⭐⭐⭐½
“The math part of coding was much easier to learn when I could see the shapes changing on my screen.”

Learner: Arjun Mehta | Age 15 | India
Rating (5 star): ⭐⭐⭐⭐⭐
“Aakash showed me how to use the p5.js editor to make a game where you have to catch falling stars with a basket. 

Why JavaScript Game Development ?

Why JavaScript Game Development

Visual Logic Advantage: Using p5.js allows kids to see their code come to life instantly as shapes and colors, making it much easier to understand how coordinates and variables work in a real program.

Creativity and Focus of Mind: Creating interactive art and games requires kids to plan their designs carefully, which helps them stay patient and avoid wasting time on mindless internet browsing.