Airbotix - AI and Robotics Education
GAME STUDIO · AGES 12–169 WEEKS

Build your own Super Mario game with AI.

Over 9 weeks, your kid builds their very own Super Mario game from scratch — with AI helping every step. They design the hero, draw the world, make the music and sound effects, and code the jumping, coins and enemies. It ends as a real game they can play and share with friends.

Part of the AI Coding Studio track.

Original robot-cat hero crossing three simple platform-world tiles
AVAILABLE CLASSES

Upcoming times and locations.

Reserve a Seat

No scheduled class is open yet for this course.

WHY IT’S DIFFERENT

A whole game — made with AI, end to end.

Most kids’ coding classes stop at “move a square.” Here, AI makes the art, the music, the sound, and helps write the code — so an 11-year-old can ship a game that actually looks and sounds like a game. Four AI skills, woven through all 9 weeks:

AI Art

Hero, enemies, coins, tiles, backgrounds and UI — kids prompt and art-direct every sprite with Flux/SDXL, then drop them straight into the game.

AI Music

An original 8-bit theme song + power-up and victory jingles, composed with Suno. Every kid leaves with a soundtrack that is theirs.

AI Sound FX

Jump, coin, stomp and game-over sounds — generated, trimmed, and wired to the right moment so the game actually feels alive.

AI Coding

Direct an AI agent to write the game logic, then read it, debug it, and make it your own — the real skill of building with AI, not just typing syntax.

THE BUILD

9 weeks, 9 things they can show.

Every single week ends with a visible, playable result — never “we’ll see it next term.” The game grows in front of them, session by session.

Original robot-cat hero concept art and three world choices
1

Design your hero & world

What makes a Super Mario game fun. Sketch your hero (your very own Mario!) and pick a world theme — lava castle? candy land? space?

AI this week: AI concept art: prompt Flux/SDXL for a character sheet and a world style. Pick your favourite, set up the game project in Kids OpenCode.

Full ~90 min lesson · 60 min public preview · Class-only steps locked below
10 min
Play and notice

Spot what makes a hero, world and title screen memorable.

80 min still to build
25 min
Design your hero

Art-direct a character sheet with matching front, side and jump poses.

55 min still to build
25 min
Locked
Build the first screen

Unlocked in class: the exact title-screen build, teacher prompts and project checklist stay hidden until the hero design is ready.

30 min still to build
15 min
Locked
AI build lab

Unlocked in class: the guided build sequence, teacher prompts and the next working feature.

Class-only content
10 min
Locked
Coach debug pass

Unlocked in class: coach check-ins, AI debugging prompts and targeted fixes.

Class-only content
5 min
Locked
Challenge + polish

Unlocked in class: extension challenges, individual polish and the end-of-lesson checkpoint.

Class-only content
They ship

A title screen with your original hero standing in their world.

Original robot-cat hero moving through three animation positions
2

Make it move

Keyboard input, walking and running, and sprite animation — the difference between a static picture and a character.

AI this week: AI-generate idle + run animation frames, then read and debug the movement code the AI writes for you.

Full ~90 min lesson · 60 min public preview · Class-only steps locked below
10 min
See the difference

Compare a still picture with a character that feels alive.

80 min still to build
25 min
Make animation frames

Create matching idle and run poses for your original hero.

55 min still to build
25 min
Locked
Code the movement

Unlocked in class: kids get the movement checklist, AI-debug prompts and tuning targets once their animation frames are ready.

30 min still to build
15 min
Locked
AI build lab

Unlocked in class: the guided build sequence, teacher prompts and the next working feature.

Class-only content
10 min
Locked
Coach debug pass

Unlocked in class: coach check-ins, AI debugging prompts and targeted fixes.

Class-only content
5 min
Locked
Challenge + polish

Unlocked in class: extension challenges, individual polish and the end-of-lesson checkpoint.

Class-only content
They ship

Your hero walks and runs across the screen with animated frames.

Original robot-cat hero following a jump arc over a gap
3

Jump & game feel

Gravity, jump height, and “coyote time” — the invisible tuning that makes a jump feel satisfying instead of floaty.

AI this week: Use AI to tune the physics numbers and explain what each one does, so you understand the feel — not just copy it.

Full ~90 min lesson · 60 min public preview · Class-only steps locked below
10 min
Taste-test jumps

Feel the difference between floaty and satisfying game movement.

80 min still to build
25 min
Make a first jump

Add gravity and jump strength, then land safely.

55 min still to build
25 min
Locked
Tune the feel

Unlocked in class: the tuning numbers, test prompts and challenge variations appear after the first jump works.

30 min still to build
15 min
Locked
AI build lab

Unlocked in class: the guided build sequence, teacher prompts and the next working feature.

Class-only content
10 min
Locked
Coach debug pass

Unlocked in class: coach check-ins, AI debugging prompts and targeted fixes.

Class-only content
5 min
Locked
Challenge + polish

Unlocked in class: extension challenges, individual polish and the end-of-lesson checkpoint.

Class-only content
They ship

A jump that actually feels good (and you can say why).

Original robot-cat hero arranging game tiles on a level grid
4

Build the level

Tilemaps, platforms, gaps and pipes — designing a level players want to run through.

AI this week: AI-generate the tile set: ground, bricks, pipes, clouds, decorations — all in your world’s art style.

They ship

A real Super Mario level you can run and jump through.

A crystal chime with sound waves and simple music controls
5

Coins, sound & music

Collectibles and the first audio week — the moment the game stops being silent.

AI this week: AI sound FX for the coin + jump, and an original 8-bit theme song with Suno, wired to play at the right time.

They ship

Coins that go *ding*, and your own theme music playing.

A friendly obstacle character following a patrol path
6

Enemies & danger

Patrolling enemies, stomp-to-defeat, and taking damage — risk that makes the coins worth collecting.

AI this week: AI-generate an enemy sprite + walk cycle, then build its patrol behaviour with AI-written logic you review.

They ship

An enemy you can stomp — or that ends your run.

Original robot-cat hero receiving a glowing crystal power-up
7

Power-ups

Items, state changes (grow / speed / double-jump), and particle effects for that satisfying *pop*.

AI this week: AI-generate the power-up item art and a short pickup jingle; AI helps add the particle burst.

They ship

Grab a power-up and watch your hero level up on screen.

Minimal start, win and retry panels beside a polish tool
8

Win, lose & polish

Score, lives, a goal flag, and title / win / lose screens — closing the full game loop so it is a real game, not a demo.

AI this week: AI-generate the UI art (hearts, score font, banners) and a victory fanfare to celebrate a clear.

They ship

A complete, beatable level — start screen to win/lose.

A finished game shown on a monitor for a small demo-day audience
9

Ship it & demo day

Playtest, balance the difficulty, fix the last bugs, and deploy to a public link. Then everyone plays each other’s games.

AI this week: AI as debugging partner for the final bugs, plus an AI-made title card and a short trailer GIF to show it off.

They ship

A public game URL + a shareable trailer. Demo day!

WHAT THEY WALK AWAY WITH

Real skills, and a game with their name on it.

  • Directing an AI agent to write real game code — then reading and debugging it
  • AI image generation for game assets (sprites, tiles, enemies, UI)
  • AI music + sound design (theme song, jingles, sound effects)
  • Core game-dev concepts: game loop, physics, collisions, state, levels
  • Playtesting, balancing and giving/taking feedback like a real studio
  • Deploying to a public link and presenting your work (demo day)

Format

Delivered in person as a hands-on workshop. 3–6 kids per cohort. 9 weekly sessions, ~90 min each.

Tools we use

Built in Kids OpenCode (safe + scaffolded). Art via Flux/SDXL, music via Suno, sound via ElevenLabs — all through our DeepRouter gateway with kid-safe defaults. The game runs in the browser and deploys to a public link.

Price per term
A$540

9 sessions · A$60 per session

Cohort size3–6 kids
Session length~90 min
Ages12–16
Next start dateTBA
Reserve a Seat

Free 15-min consult first · refundable if the cohort doesn’t fill.

FAQS

Common questions.

Is this an in-person class?

Yes. We run this class face to face in a small group, so the teacher can sit with each child when they get stuck.

Does my kid need to know how to code first?

No traditional coding required — but this is a step up from AI Creative Lab. Kids should be comfortable typing and reading English. We teach how to direct AI to write the game code, then read and fix it, rather than memorising syntax.

What will they actually have at the end?

A complete, playable Super Mario game — their own hero, AI-made art, music and sound — live at a public link they can text to friends, plus a short trailer GIF. It is a real game they made, not a worksheet.

Will my kid really build a Super Mario game?

Yes — a real Super Mario–type game: run, jump, stomp enemies, collect coins, reach the flag. The twist is your kid designs their own hero, world and music with AI, so it’s their version — not a copy of anyone else’s.

What happens if my child misses a week?

Let us know as soon as you can. We will look at where the class is up to and tell you the most practical catch-up option.

NEXT STEP

Your kid’s first shipped game is 9 weeks away.

Book a free 15-min consult — we’ll check it’s the right fit and tell you when the next cohort starts.

Book Free Consult