How students build and publish three games with Claude Code, what the classroom and home machines need, how publishing runs through Todak Studios from day one, and how we capture each student's prompting from the first lesson to the final game.
Not prompt-only. Not vibe coders. AI writes a lot of the code in this course, and learners are taught to direct it well. That is not the finish line. A graduate can open their own game with the AI switched off, read the code, explain why it works, fix it when it breaks, and ship it to a store. The AI is the pair, not the pilot. Prompting is a skill we teach and grade. Understanding what comes back is the skill that makes it worth anything.
The module spec stays the spine: 12 weeks, 8 competency units, Godot 4, Claude Code with persistent project memory, competency-based assessment. This plan changes four things.
| Item | Module spec today | Blueprint v1 |
|---|---|---|
| Graduate outcome | 1 game published | 3 games in 3 genre families, all playable on the web, capstone on Google Play and TestFlight |
| How students use AI | Claude Code + project memory, set up in week 1 | Same, delivered as an installable Game Kit so lesson 1 is already the full pipeline, not a setup session |
| Publishing | Todak Studios accounts, handled in week 12 | Studios accounts wired into the kit from day one; each game is registered with the publisher desk the day it is started |
| Evidence of learning | Portfolio, builds, published game | Plus the full prompt record per student, which doubles as assessment evidence |
Recommendation: Claude Code direct for cohort 1, with the kit carrying everything a platform would have carried. Build the platform later only if the evidence says students need it.
OpenAI released GPT-6 Astra on 3 September 2026. It is strong at game creation and can host web games from a prompt inside ChatGPT, and OpenAI's coding tool Codex supports it. So the AI tool is not our moat and never will be.
The moat is what sits around the tool: the pipeline (genre templates, asset services, the build farm, the showcase), the project memory, the Studios publishing lane, and the recorded prompt journey. The kit's instructions are written in the cross-tool format that Codex, Gemini and Cursor also read, so adding a second tool later is cheap. Cohort 1 standardises on Claude Code because its plugin, hook and telemetry support is the most complete for recording. A small "Codex lane" with two or three volunteers in cohort 1 would show how much of the kit carries over.
One command installs it into Claude Code. From then on the student types plain requests and the kit does the plumbing.
Dry-run rule. Before any student touches the kit, we build three reference games through the exact pipeline and publish them under Todak Studios. Those become the course's worked examples, and every step that breaks gets fixed in the kit first.
Side scroller, isometric and shooter were examples. The student chooses one genre per slot from this menu. The only rules are the three at the bottom.
| Slot | Scope | Choices |
|---|---|---|
| Game 1 weeks 2–3 |
2D, one core mechanic, one screen or endless. Web only. |
Action side scroller · endless runner · one-button flyer · top-down arcade shooter · breakout or pong variant Puzzle match-3 · block push (Sokoban) · 2048-style · snake on a grid |
| Game 2 weeks 4–6 |
2D or 2.5D, several levels, saved progress, touch controls. Web, PC and Android testing. |
Action platformer with 5 levels and a boss · isometric or top-down adventure · twin-stick shooter · rhythm game Strategy tower defense · small-grid turn-based tactics · card battler · roguelike with generated rooms Narrative visual novel with branching choices · point-and-click mystery |
| Game 3 · final weeks 7–11 |
3D, or an ambitious 2D with 3D assets. Store-ready: icon, listing, privacy page, touch controls. Web, PC, Google Play, TestFlight. |
Action first-person shooter or arena · third-person action-adventure · kart or racing · 3D platformer Simulation survival and crafting on a small island · tycoon or shop sim · farming or city builder (small) Narrative 3D walking-sim story · escape room Mobile hyper-casual with ads or in-app purchase · local two-player party game on one screen |
Not in 12 weeks: online multiplayer, open worlds, anything needing a server the student runs. Local two-player on one screen is fine.
Todak Studios already holds developer accounts on Steam, itch.io, Google Play and Apple. The kit connects to them on the first day instead of week 12, and the student never sees a store key.
| Where it is published | Game 1 | Game 2 | Game 3 | Account | Fee |
|---|---|---|---|---|---|
| Web · course showcase + itch.io | Yes | Yes | Yes | Todak Studios itch.io | RM0 |
| PC · Windows and Mac downloads on itch.io | – | Yes | Yes | Todak Studios itch.io | RM0 |
| Android · Play internal testing | – | Yes | Yes | Todak Studios Play (organisation account, no 12-tester wait) | RM0 |
| Android · Google Play production | – | – | Yes | Todak Studios Play | RM0 |
| iPhone · TestFlight | – | – | Yes | Todak Studios Apple team | RM0 |
| iPhone · App Store release | – | – | Optional | Todak Studios Apple team | RM0 |
| Steam | – | – | Showcase pick only | Todak Studios Steam | USD 100 per game, recoupable |
com.todakstudios.academy.<game>.The Academy classroom runs high-spec Windows PCs. That covers everything in the course except iPhone packaging, which needs a Mac. So one Mac mini becomes the build farm for everyone.
| Where | Machine | What runs there |
|---|---|---|
| Classroom | The Academy's Windows PCs (high spec). 16 GB memory and 30 GB free disk is enough; the 3D capstone enjoys the extra power. | Claude Code (native Windows, desktop app or VS Code extension, so it does not look like a hacker terminal), Godot 4 with export templates, Git, Node, Blender for the 3D weeks. Installed once as a lab image. |
| Shared-PC rule | Students rotate between PCs | Each student signs into their own Claude seat and GitHub account. Work lives in GitHub and the project memory, never on the PC, so any PC in the lab is theirs for the session and the prompt record follows the login, not the machine. |
| Home | Any laptop with 16 GB memory, Windows or Mac. 8 GB works for the 2D games and struggles in the 3D weeks. | Same one-line installer plus the kit. Weak-laptop fallback: Claude Code on the web plus the build farm, playing web builds in the browser. |
| Build farm | One Mac mini at the Academy. The only Mac in the whole loop. | Godot exports for Web, Windows, Mac, Linux and Android, iPhone builds through Xcode, and store uploads with the Studios keys. Copies the Android and Apple recipe already proven this month on ApaNakMakan. |
The build farm is the piece that makes "pipeline from day one" real. The student pushes code, the farm builds every platform, the link appears in the showcase. Students who want the Android tools on their own laptop can install them, but nobody needs to.
Three layers, two of them already built into Claude Code. Nothing exotic to build; the work is the collector, the database and the lecturer's view.
Claude Code can export a stream of events to any server we name. The kit installer switches it on. With the content flags set, each event carries the full prompt text, the full reply, every tool call with file paths, the model used, tokens and cost, lines added and removed, commits, the session id and the student's login email. One id ties a prompt to everything it triggered, so a session can be replayed step by step.
CLAUDE_CODE_ENABLE_TELEMETRY=1
OTEL_LOG_USER_PROMPTS=1
OTEL_LOG_ASSISTANT_RESPONSES=1
OTEL_LOG_TOOL_DETAILS=1
OTEL_EXPORTER_OTLP_ENDPOINT=https://telemetry.course.neotodak.com
This works with the Claude Pro seats already in the cost model. It is a client-side feature and does not change how the student logs in or pays.
On every prompt and at the end of every turn, the kit writes a row to the course database with the context telemetry does not know: which cohort, which game, which week, the current commit. The same hook reminds Claude where the student is in the course, so the AI's answers stay on the curriculum.
Every student game lives in the Academy's GitHub organisation. Commit history is the tamper-proof timeline. The lecturer view links prompt to commit to build to published game.
The Academy's classroom system already has students, classes, enrolments, progress and AI grading. We add a prompt-history table and a Prompt Journey page per student. The existing AI grading scores prompt quality weekly, so the student gets a growth chart at graduation and we get proof for marketing that the course teaches prompting, not just games.
The module spec's cohort figures stay as the base: about RM5,100 for 15 learners and RM6,700 for 20, with Claude Pro seats as 85% of the bill. The additions below are estimates to confirm, not quotes.
| Addition | Type | Estimate | Note |
|---|---|---|---|
| Mac mini for the build farm | One-off | RM2.6k–4k | Depends on memory. Serves every cohort. Required because the classroom is Windows and iPhone builds need a Mac |
| Asset generation (images, 3D, music, sound) | Per learner | ~RM50 | Academy-hosted tools metered by the kit. Replaces retail Meshy at RM95 per month |
| Claude Max seats for the capstone month | Per cohort buffer | ~RM2.4k | Pro's usage window will be hit in heavy 3D weeks. Budget five Max seats (USD 100 each) for one month and hand them to whoever runs dry |
| Telemetry collector, database, showcase hosting | Monthly | ~RM120 | One small database project plus space on an Academy server. Shared across cohorts |
| Store publishing | – | RM0 | Studios accounts already exist for Apple, Google Play, itch.io and Steam |
About six weeks of work if it starts now, most of it in parallel. Items 1, 3 and 7 are where the risk lives, so they go first.