Three friendly ways to go from an empty screen to a real, playable game โ start with a fun classic clone, then make it truly yours.
โ No coding ยท ๐ซ (Almost) no Terminal ยท ๐ฑ๏ธ All done in friendly apps
Claude (the app)
โ
Xcode
โ
Play it!
First ยท Don't panic
You'll hear a few nerdy words today. Here's all they actually mean โ no need to memorise anything:
๐จ
XcodeApple's free workshop for making apps. It's where your game gets built and test-played.
๐ค
ClaudeYour AI teammate. You describe the game in plain English; Claude writes all the actual code.
๐ฑ
SimulatorA pretend iPhone on your screen. Lets you play your game without a real phone.
๐
Project folderOne folder that holds your whole game. Claude reads & writes the files inside it.
๐งฉ
Swift / SwiftUI / SpriteKitThe language & game kit apps are built with. Claude speaks them fluently โ you don't have to.
โจ๏ธ
TerminalThe scary black text window. Good news: today we basically skip it and use apps with buttons.
Setup ยท Do this once
1
Install Xcode from the App Store
~30 min ยท one time
Get it here โ Xcode on the Mac App Store โ. Click Get, and when it's done, open it once and click Agree so it can finish setting itself up.
App Store โ Xcode
Xcode
Apple Inc.
Developer Tools
GETFree ยท 9.45 GB ยท macOS 26.2+
RecreationStyled like the Mac App Store listing (real icon & details). Swap in a real screenshot anytime.
๐คWhy so big / slow? Xcode includes everything Apple uses to make apps, so it's a large download. Grab it the night before the workshop and you're set.
2
Get the Claude app & sign in
Download ยท one time
Get it here โ Claude downloads page โ. Grab the Claude Code app (the friendly window version โ no black text screen), open it, and sign in with your Claude account. That's it.
claude.ai/download
Claude for Mac
Chat, code, and build with Claude โ right on your desktop.
โ Download for Mac
Also available for Windows
RecreationStyled like the Claude download page (real icon). Swap in a real screenshot anytime.
๐ค"Do I need Node / npm / commands?" Nope. The app installs itself like any normal Mac app โ double-click, drag to Applications, done. Those command-line words are the old way; we're using the app.
๐Prefer OpenAI's Codex instead? Xcode supports it too (Lane A). Download the ChatGPT app โ and sign in with your ChatGPT account โ then pick Codex instead of Claude Agent in Xcode's Intelligence settings. The rest of this guide works the same.
Now ยท Pick your lane
Two easy lanes to start (both skip the Terminal), plus a power-user lane once you've got the hang of it. You can switch anytime.
Lane A
๐งญ Claude inside Xcode
Everything in one window. Xcode 26.3's built-in Claude Agent writes the code, builds, and fixes errors right where you play.
1
Open Xcode โ File โ New โ Project, choose App, name it (e.g. FlappyClone), Save.
2
Go to Xcode โ Settings โ Intelligence. Under Agents, click Get next to Claude Agent, then Install.
3
In Claude Agent settings, click the โฆ (More) button in the Account row โ Sign In With a Claude.ai Account.
4
Open the Coding Assistant panel on the right, pick Claude Agent, and type your game idea. It edits files & builds for you.
๐ฅ๏ธ Needs Xcode 26.3+. Restart Xcode once after enabling if Claude doesn't appear.
Lane B
๐ฌ Claude Code app directly
Chat with Claude in its own app; it builds the whole project folder. Then just open it in Xcode to play.
1
Make a blank App in Xcode (next section shows how) or let Claude create the folder for you.
2
In the Claude app, click New Project and pick that folder.
3
Type your game idea. Claude fills in every file; click Approve as it makes each change.
4
Ask Claude to "open this in Xcode" โ or double-click the .xcodeproj.
๐ Keep it open beside Xcode โ one home base for all your games.
Build it ยท both lanes, step by step
The same Flappy Bird clone, built two ways. Follow either column top to bottom โ ๐งญ Claude inside Xcode on the left, the ๐ฌ Claude Code app on the right. Steps 3โ5 (describe โ play โ refine) are the same idea in each. Tap any screenshot to enlarge.
Lane AClaude inside Xcode
โ
โ Step 3
โ Step 4
๐ Playable โ all in one window
โญStep 5 ยท Refine & polishKeep chatting in the Coding Assistant โ tweak the feel, add juice, tune difficulty. Ideas below โ
๐ The finished game
Live
"Flippy Flappy" โ playable in the Simulator ยท full recording โ
Lane BClaude Code app
โ
โ Step 3
โ Step 4
๐ Playable โ one app across projects
โญStep 5 ยท Refine & polishKeep chatting in the app โ "make it bouncier", "add confetti". Ideas below โ
๐ The finished game
Live
"Flappy Claudey" โ playable in the Simulator ยท full recording โ
โถ Watch them play ยท full recordings
Both games, running for real in the iPhone Simulator โ same idea, two lanes. Tap play (audio is muted).
๐งญ Lane A โ "Flippy Flappy"
Built inside Xcode with the Claude Agent
๐ฌ Lane B โ "Flappy Claudey"
Built entirely from the Claude Code app
Steps 3 & 5 ยท what to type (either lane)
You don't write code โ you describe the game in plain English, the same way whichever lane you picked. The trick: don't just name it, say how it should feel โ bouncy, juicy, sparkly, satisfying.
โข Describe it โ starter prompts
Flappy clone: Build a Flappy Birdโstyle game in SwiftUI using SpriteKit. A bird that flaps upward with bouncy, weighty physics when I tap, scrolling pipes with gaps to fly through, and a score that ticks up each pipe. Add a little particle burst when I pass a pipe, a screen-shake on crash, a satisfying "flap" sound, and a cheerful "tap to restart" game-over screen. Make it juicy and colourful.
Word game: Build a Scrabble-style word game in SwiftUI. A rack of letter tiles I drag onto a board with a satisfying snap, score each word by letter values with a pop animation, and keep a running total. Add sparkly particle effects on a high-scoring word, a "shuffle my letters" button, and gentle sound feedback.
๐จWant real art, music & sound? Tell Claude to use free or paid assets from itch.io, Kenney.nl, Pixabay, or OpenGameArt โ e.g. "use a pixel-art bird sprite and an 8-bit jump sound." Drop the files in your project folder and Claude wires them in. SpriteKit (Apple's built-in 2D game engine) handles the physics, sprites & particles.
โค Refine & polish โ this is where games are made
The first version is just the starting point. Keep chatting, press โถ Run, feel it, ask for the next tweak โ over and over. Every great game is dozens of small polishes stacked up.
Make it feel better:
Make the bird's flap feel bouncier and a touch floaty, add a subtle trail behind it, and make the pipes scroll a little faster as my score climbs.
Add juice & effects:
Add a confetti particle burst and a happy chime when I beat my high score, a gentle screen-flash on crash, and a soft background music loop I can mute.
Add polish & flow:
Add a colourful start screen with a Play button, save the high score between games, and show a "New Best!" badge when I beat it.
Tune the difficulty:
The game feels too hard at the start โ widen the pipe gaps a bit and ease players in for the first 5 pipes, then ramp up.
โ ๏ธRed errors are normal. Copy the red text, paste it to Claude, say "fix this please," and press โถ Run again. Nobody gets it perfect first try.
โป๏ธThe loop, on repeat: ask โ Claude edits โ โถ Run โ play & feel it โ ask again. There's no "done" โ stop when it feels great. This is 90% of the fun.
โก Level up ยท Power-user lane
Lane C ยท Advanced
๐ฎ Claude + Unity (for bigger, 3D & cross-platform games)
Once you've shipped a SwiftUI game or two and want 3D, consoles, Android, or a full game engine โ pair Claude with Unity. Unity uses C# instead of Swift; Claude speaks it just as well.
1
Install Unity Hub + a Unity Editor (the free Personal license is fine to start).
In the Claude app, click New Project and point it at your Unity project folder.
4
Ask Claude to edit the C# scripts โ new obstacles, power-ups, a coin magnet, particle effects, a scoring combo system, whatever you dream up.
5
Press โถ Play in the Unity Editor to test โ then refine & polish, just like Step 5.
๐งญ Bigger tool, steeper setup โ best after you're comfy with the SwiftUI lanes. Same idea though: start from something that runs, then refine with Claude.
Lane C๐ฎ
Claude + Unity
"Bush Bandit โ Rubbish Raccoon" โ built on Unity's Endless Runner template, then reskinned & extended with Claude editing the C# scripts. Tap any shot to enlarge.
Compare ยท Which lane?
Lane A
๐งญ Claude inside Xcode
Easy & tidy โ one window for everything.
๐ Pros
One tidy window โ code, AI, and โถ Play button all in the same place.
Deep Xcode powers: the agent builds, reads your Previews, and fixes its own errors.
Nothing new to arrange on screen โ you're already in the app you'll run the game in.
Great when you're focused on one game and want it simple.
๐ Cons
Tied to one project window โ juggling several games/apps is clunkier.
Doesn't carry your style & past decisions across different projects as smoothly.
Needs Xcode 26.3+ and a quick one-time setup in Intelligence settings.
Lane B
๐ฌ Claude Code app
Fast & flexible โ one brain across all your games.
๐ Pros
Hop between apps/games fast โ switch projects in the app without wrangling Xcode windows.
Carries memory & learnings across projects โ remembers your style, shared code, and past fixes.
Ideal for building several games in one flow, and it's the same app you'd use for Unity (Lane C).
More control, skills, and automation as you grow.
๐ Cons
Two apps side by side (Claude + Xcode) instead of a single window.
You (or Claude) hop over to Xcode to press โถ Play.
A little more to arrange on screen at first.
๐คRule of thumb: building one game and want it cosy? โ Lane A. Bouncing between several games (or heading to Unity) and want Claude to remember everything? โ Lane B. Ready for 3D / cross-platform? โ Lane C. All three skip the Terminal.
Going deeper ยท Make it a good game
๐ฏ
Coding it is easy now โ designing it is the real craft
Claude handles the code. What makes a game fun is design: a tight core loop, satisfying game feel / juice, a smooth difficulty curve, and a clear hook that makes "one more go" irresistible. Learn the principles, then feed them to Claude as instructions.
๐ Core loopThe 10-second action players repeat: tap โ fly โ score โ repeat. Nail this first.
๐ง Juice / game feelScreen-shake, particles, pops, sound โ the polish that makes actions feel great.
๐ Difficulty curveEasy start, gentle ramp. Too hard early = players quit; too easy = they're bored.
๐ช The hookThe one twist that makes your clone yours and worth sharing.
๐ Mechanic + genre combosIts headline exercise: fuse two proven mechanics into one fresh idea โ e.g. runner + merge, or shooter + assembling.
๐งฑ Hybrid-casual depthAdd collectibles, upgrades, and mid-level milestones so a simple game keeps players coming back.
๐ App Store analysisWorksheets to compare the top 10 games, spot trending themes, and track what's rising vs. fading.
๐ Inspiration miningPull ideas from unexpected places โ Amazon & Netflix trends, puzzle categories, and creator accounts.
โฆplus built-in brain breaks (stretch, breathe, reset) so the ideas actually flow.
๐กThe one big lesson: don't try to invent something totally new โ combine two things that already work. Take two features from games in the top charts and mash them together; that combo is far more likely to land than a from-scratch idea.
๐ง Then hand the idea to Claude: once the kit helps you pick a combo or hook, describe it in the chat โ e.g. "take my Flappy runner and add a merge mechanic: collect coins that fuse into bigger multipliers," or "add a risk-reward combo โ the longer I survive without collecting, the bigger the multiplier, but one hit resets it." Design thinking in, working game out.
๐ Back in the classroom
Making a game with Claude isn't just fun โ it maps neatly onto the Digital Technologies curriculum in both Australia and Aotearoa New Zealand. Because the AI handles the syntax, students spend their time on the thinking the curriculum actually asks for: designing solutions, decomposing problems, algorithms, and evaluating what they built.
๐ Where game-making fits
Year band
๐ฆ๐บ Australian Curriculum v9 ยท Digital Technologies
๐ณ๐ฟ NZ Curriculum ยท Digital Technologies (Hangarau Matihiko)
Game-making activity
Fโ2
Follow & describe algorithms as a sequence of steps and decisions
Computational Thinking โ Progress Outcome 1
Unplugged game rules; ScratchJr; "give the bird instructions"
Yrs 3โ4
Visual (block) programming with branching & user input
CT โ Progress Outcome 2
Simple Scratch / MakeCode Arcade games
Yrs 5โ6
Visual programming with branching, iteration & variables; define & design digital solutions
CT โ PO 3โ4 ยท Designing & Developing Digital Outcomes PO 3
Design & build a sprite game (Scratch / GDevelop); storyboard your Flappy clone
๐งญWhy AI shifts the year levels: normally "produce a working digital solution" waits until students can hand-write code (Yrs 7โ10). With Claude doing the syntax, a Year 5โ6 class can design a real, playable game and direct its creation โ hitting the Generating & designing and Designing & Developing Digital Outcomes outcomes early. Keep the rigour by making students own the design, the algorithm, and the evaluation.
๐ Quality resources ยท with & without AI
A curated shortlist โ all free (or free-to-start) and genuinely good. AI marks the AI-in-the-classroom ones.
You can build a whole game only ever pressing โถ Run โ but the first time you open Xcode it's a lot of buttons. Here's a friendly map of the bits you'll actually touch, and what everything else does when you get curious.
1 ยท The toolbar (across the top)
๐A real Xcode window โ tap to enlarge. The numbers match the table below. (This is Lane A: the Claude Agent panel on the left is actually building the game.)
#
Control
Shortcut
What it does
1
โถ Run
โR
Builds your game and launches it on the chosen destination. This is the button you'll press most โ it's the "play it" button.
2
โ Stop
โ.
Stops the app that's currently running. (That's Command + the full-stop key.)
3
Scheme
โ
What Xcode builds โ your app. Usually just your game's name; leave it as it is.
4
Run destination
โ
Where it runs: a Simulator (e.g. iPhone 16 Pro) or a real iPhone/iPad plugged in. Click to pick one.
5
Status / activity
โ
The strip in the middle narrates what Xcode is doing โ โBuildingโฆโ, โBuild Succeededโ, or a red error count you can click to jump straight to the problem.
6
โฆ Intelligence
โ
Opens Xcode's built-in AI coding assistant โ this is where Claude lives. See below.
7
Panel toggles
โ0 ยท โฅโ0 ยท โงโY
Show/hide the Navigator (file list, left ยท โ0), the Inspectors (settings, right ยท โฅโ0) and the Debug area (console, bottom ยท โงโY).
2 ยท Handy menu actions
Action
Where / shortcut
What it does
Build
โB
Compiles the app without running it โ a quick way to check everything still builds.
Run without building
โโR
Relaunches the last build instantly, skipping the compile step.
Clean Build Folder
โงโK
Throws away all the built files. The classic โturn it off and on againโ when Xcode gets stuck โ the next build starts fresh.
Archive
Product โธ Archive
Makes a distributable build and opens it in the Organizer, ready to send to the App Store or TestFlight. Greyed out unless the destination is a real device or โAny iOS Deviceโ.
Settings
โ,
Xcode's preferences โ including the Intelligence pane where you connect Claude.
3 ยท โฆ The Intelligence button โ where Claude lives
Xcode 26's Coding Intelligence is its built-in AI. Open Settings (โ,) โธ Intelligence, and under Agents tap Get next to Claude Agent โ then sign in to a Claude.ai account or add an Anthropic API key. An agent can edit your files, build and run the project, read what your SwiftUI Preview shows, and fix its own errors โ the exact loop Lane A relies on (that's what's happening on the left of screenshot #1 above). There's also a Chat section (Claude Sonnet & Opus) for straight question-and-answer. The agentic Claude Agent needs Xcode 26.3 or later.
4 ยท The Simulator
The Simulator is a pretend iPhone (or iPad) running on your Mac. Press โถ Run with a simulated destination and your game opens right here โ no real device needed.
In the Simulator
How
What it does
Home screen
โงโH
Pops out of your game to the simulated home screen โ same as pressing Home.
Rotate
โโ / โโ
Turns the device left or right, so you can test landscape.
Screenshot
โS
Saves a picture of the screen to your Desktop (handy for the App Store).
Start fresh
Device โธ Erase All Content and Settings
Resets the simulated phone to factory โ clears saved scores, settings, everything.
Pick / add a device
Toolbar destination menu ยท Window โธ Devices and Simulators
Choose which iPhone/iPad model to simulate, or add more.
Good to know
โ
It isn't a real phone: no camera, no App Store, and speed & timing differ. Always test on a real device before you ship.
5 ยท The Organizer window
Open it with Window โธ Organizer. It's where the builds you Archive collect, and where you keep an eye on how a shipped app is doing out in the world.
Tab
What's in it
Archives
Every build you've Archived. Pick one and hit Distribute App to upload to App Store Connect / TestFlight, or Validate App to pre-check it first.
Crashes
Crash reports from real users (once you've shipped), grouped by cause so you can see what to fix.
Hangs
Moments where real users' apps froze or stuttered.
Metrics
Battery use, launch time, memory and more, measured from actual devices in the field.
Feedback
Comments and screenshots your TestFlight testers send in.
๐งญMost of this is for โsomedayโ. To just build and play, you only need โถ Run (#1) and the Simulator. Archive, the Organizer and distribution only matter when you're ready to put a game on the real App Store.