sheen.bot logo

Real Python through game development

The classroom becomes the arcade.

Thirty-six lessons in which students ship eight complete games on a screen of 8 192 pixels — every line real, typed Python. It ends with two boards playing Pong against each other over radio, running code your students wrote.

New pilot course · Now booking
Who
Ages 10–15 · Grades 5–9
What
36 lessons · 6 units · 8 games
How long
Full year · 45–60 min each
Kit
One board per student
No board?
Runs in the browser
Curriculum
Coding & Robotics · CAPS-aligned
How it builds

From one pixel to a two-player network game.

Every lesson carries exactly one game idea and one Python idea, and every unit ends with a finished game that has the student's name on it. Nothing below is an illustration — each screen is the real course program, run.

Unit 1Lessons 1–6

The Game Loop

Lesson 6 · Star Catcher's title screen
Lesson 6 · Star Catcher's title screen

Pixels, the update–draw–show heartbeat, buttons, velocity, collision. By lesson 6 they ship Star Catcher — title screen, three lives, rising difficulty, sound.

One board · first typed Python

Unit 2Lessons 7–12

Tilt & Motion

Lesson 10 · Tilt Maze, level 1
Lesson 10 · Tilt Maze, level 1

The board itself becomes the controller: deadzones, smoothing, real gravity. Two games — Tilt Maze, steered by tilting the board, then Sky Jumper, an endless climber with a camera.

Motion sensor · two games

Unit 3Lessons 13–18

Virtual Pet

Lesson 16 · sheenPet, well fed
Lesson 16 · sheenPet, well fed

Their first object: sheenPet, a creature whose needs are a Python class — fed by buttons, sunned by a real light sensor, and asleep the moment the room goes dark.

Light sensor · touch · first class

Unit 4Lessons 19–24

Snake & Blockfall

Lesson 23 · Blockfall's opening frame
Lesson 23 · Blockfall's opening frame

The algorithm unit: a snake that is a list, falling pieces that are data, rotation that is maths. The classics, rebuilt from first principles — then remixed with their own rules.

Lists & grids · two classics

Unit 5Lessons 25–30

Platformer

Lesson 30 · Pixel Runner, world 1
Lesson 30 · Pixel Runner, world 1

Sprites drawn as strings, levels typed as text, a camera that follows the hero: Pixel Runner is a genuine side-scroller with enemies, coins, lives and a flag — and level 2 is theirs to design.

Sprites · tilemaps · camera

Unit 6Lessons 31–36

Radio Multiplayer

Lesson 35 · the versus arcade's ready check
Lesson 35 · the versus arcade's ready check

Two boards, one shared world: a message protocol, a ball that exists on exactly one screen at a time, fairness by handshake — Duel Pong and a tug-of-war, then a Game Jam of their own.

Radio · two players · Game Jam

The lesson that lands

Lesson 1 draws a pixel. Lesson 36 ships a network game.

Both columns below are real lessons from this course, printed exactly as students meet them — the first program of the year against the finished two-player Pong they build in the final unit.

Lesson 34 · Duel Pong, mid-rally — two boards, one ball, real radio
Lesson 34 · Duel Pong, mid-rally — two boards, one ball, real radio
The same student, first lesson against last
Lesson 1Lesson 34
The programA blinking titleTwo-player Pong
Lines of Python28158
Inputs it readsButtons + radio
State it tracks1 counterBall · scores · serve · presence
The big ideashow() flips the frameOne authority per fact

Nothing in between is a worksheet. All 36 programs run — in the browser simulator inside each lesson, on the board in class, and in an automated build that replays every game's rules before a single page could be printed.

The capstone

Game Jam.

The final lesson hands over a clean, commented game template and sixty minutes. Students design on paper first — one genre, one mechanic, one twist — then build, playtest and pitch.

  1. 00:00

    The design doc. Three boxes on paper: the genre, the one mechanic, the one twist. No code until all three are filled in.

  2. +20:00

    Playable. The template's title screen now belongs to their game, and something — however ugly — is fun to touch. That deadline is the whole discipline.

  3. +40:00

    Polished. The juice pass: sound on every event, a flash on every hit, a difficulty curve — the same checklist Star Catcher taught in lesson 6.

  4. +50:00

    Playtest swap. Every game is played by someone who did not write it, and the feedback lands on paper, not over shoulders.

  5. +60:00

    The showcase. Boards up, room plays, four stars on the rubric: fun, finished, craft, and one thing you learned.

Bring it to your school

Book a pilot term.

We train your teacher on the first unit, supply the boards, and leave all thirty-six lessons in your LMS. Class needs no internet at all — a room, the boards, and one teacher willing to lose at Duel Pong in public.

Download the one-page flyer (PDF)
Course
The classroom becomes the arcade.
Ages
Ages 10–15 · Grades 5–9
Boards
sheenbot∞