Get into the game
Start building on night one.
Founding Cohort · Fall 2026
A six-week, beginner-friendly live build academy for instructional designers who want to go beyond prompting and create real, playable learning games with AI. You do not need to know how to code. You will learn enough about how games work to direct Claude, make smart decisions, troubleshoot what goes wrong, and keep building after the Academy ends.
Want to try it first? Tuesday, September 8
I am running the game-building workshop again, free, on Tuesday September 8 at 7:00 PM ET — the same 90 minutes that got complete beginners to a working, published game. Come to that, see how I teach, and decide about the Academy afterwards. Email me and I will send you the link.
The experience
This is not six weeks of watching me talk about Claude Code. Every Tuesday, we build. You start with working game architecture, take it apart to see how it runs, and gradually turn it into your own eLearning game — learning Claude Code, Phaser, game mechanics, sprites, animation, debugging, and learning design as you need them during the build.
Who it is for
You are new to Claude Code, you have experimented with vibe coding and want more structure, or you want to use AI to build useful tools without needing a traditional coding background.
A playable eLearning game, built on the Game Lab side-scroller and shaped around your own audience, topic and learning objective. You do not need to arrive with a fully formed idea — you will never be staring at a blank screen wondering what to build.
By the end of six weeks you will have a playable eLearning game you have built, tested and published, plus the Phaser and Claude Code literacy to keep building the next one on your own.
Your build framework
You will use the same four-part framework every week, from your first change on night one to publishing your finished game.
Understand the project, files, user, constraints, and what already exists.
Plan the experience and define what good looks like before larger changes.
Build, test, revise, and improve in deliberate increments.
Finish, validate, deploy, document, and make the work reusable.
Between sessions: expect one focused build challenge, usually 30 to 60 minutes, that moves your own project forward and prepares you for the next week.
What you will build
The founding cohort goes deep on a single game architecture: the side-scroller behind Cubicle Run. You will learn how it actually works, then turn it into an original learning game built around your own audience and content. Ten finished games, no two alike.
A working side-scroller: the player moves through an environment, avoids obstacles, collects things, meets learning content and works toward a goal. It runs on night one, before you have changed anything.
The audience, the topic, the characters, the environment, the obstacles, the collectibles, the learning problem, the feedback, the scoring and the win condition. Everything a learner would notice is yours.
Because it makes every Tuesday better. When we build collision, everyone is building collision. When somebody gets stuck, the fix usually helps half the room. Depth on one architecture beats a tour of three.
The six weeks
Start building on night one.
Turn the starter into your game.
Make the game actually work.
Make it look and feel like a real game.
Connect the gameplay to the learning.
Get the game out of your folder and into the world.
Each Tuesday has a build milestone, but you are not locked to the pace of the group. If you want to work ahead, you can. If you need more time, use the recording and keep building. Every week has a Core Build that keeps you on track to finish your game, plus optional Level Up challenges when you want to take the project further.
Founding cohort: this is the first Game Lab Academy cohort. The six weekly build milestones are set. Specific examples, optional challenges, resources and demonstrations will evolve as we build together and I see what the cohort needs. That is part of why it is limited to ten people.
What you leave with
This has already happened once
On Sunday, August 23, twenty-two instructional designers opened Claude Code with me and spent ninety minutes building Deadline Run — a playable office platformer that teaches people to spot a phishing email. Sixty-six had registered. The session was hosted by Women Who Build.
The whole ninety minutes is public, unedited. You can watch exactly how I teach before you decide anything about six weeks of it.
That Sunday was ninety minutes and one game, built alongside everyone else in the room. The Academy is six weeks and your game — your subject, your mechanic, your art — plus the architecture to build the next one without me.
Founding cohort tuition
On the two-payment option you pay $250 today and I invoice you for the second $250, due Tuesday September 29. Nothing is charged to your card automatically, and there is no third payment.
Come to week one first
Sit through the first session. If it is not what you wanted, email me before the second one and I will refund everything you have paid. No form to fill in, no reason to give.
Secure checkout by Stripe. Card details go straight to Stripe and are never stored by E.M. Designs.
Before you decide
I’m not technical. Is this really for me?
Yes, and it is who the cohort is built for. You are not writing code. You are describing what you want, looking at what comes back, and saying what is wrong with it. If you write learning objectives or give feedback on drafts, that is already the skill. In the free workshop, people who had never opened Claude Code had a published, working game inside an hour.
What if I don’t have a project idea yet?
You do not need one. You start from the shared side-scroller and pick a learning problem in Week 2, and you build on a working starter, so you are never staring at an empty folder. Bring a topic you care about if you have one — the game is much more useful pointed at real training you already need.
How is this different from the free workshop?
The workshop was deliberately on rails. The project, the artwork, the choices and the framework were all handed to you, so you could feel the workflow without making every decision at once. The Academy starts from a blank folder and your own idea, which is a genuinely different problem: planning it, making the assets, directing Claude through it, testing it, and shipping it.
What if I pay and it turns out not to be for me?
Come to the first session and find out before you are committed. If it is not what you wanted, email me any time before week two and I will refund everything you have paid. This is the founding cohort, so you are taking a chance on something with no past students to ask about. The refund is how I carry that risk instead of you.
Why only ten seats?
Because from week three onward it is mostly me looking at what each person is building and unsticking them. That does not work with forty people. Ten is a working limit, not a marketing one.
Schedule