No-App-Experience Workshop

Build a game with Claude & Xcode

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.

โœ… No coding  ยท  ๐Ÿšซ (Almost) no Terminal  ยท  ๐Ÿ–ฑ๏ธ All done in friendly apps
Claude app icon Claude (the app)
โ†’
Xcode app icon 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:

๐Ÿ”จ
XcodeApple's free workshop for making apps. It's where your game gets built and test-played.
๐Ÿค–
ClaudeYour AI teammate. You describe the game in plain English; Claude writes all the actual code.
๐Ÿ“ฑ
SimulatorA pretend iPhone on your screen. Lets you play your game without a real phone.
๐Ÿ“
Project folderOne folder that holds your whole game. Claude reads & writes the files inside it.
๐Ÿงฉ
Swift / SwiftUI / SpriteKitThe language & game kit apps are built with. Claude speaks them fluently โ€” you don't have to.
โŒจ๏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

Xcode iconGet 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 icon
Xcode
Apple Inc.
Developer Tools
GET Free ยท 9.45 GB ยท macOS 26.2+
RecreationStyled like the Mac App Store listing (real icon & details). Swap in a real screenshot anytime.
๐Ÿค”Why 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

Claude iconGet 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 icon
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.
๐Ÿค”"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.
๐Ÿ”€Prefer OpenAI's Codex instead? Xcode supports it too (Lane A). Download the ChatGPT iconChatGPT 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

๐Ÿงญ 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 โ€ฆ (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.
๐Ÿ–ฅ๏ธ Needs Xcode 26.3+. Restart Xcode once after enabling if Claude doesn't appear.
Lane B

๐Ÿ’ฌ 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.
๐Ÿ” 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€” ๐Ÿงญ Claude inside Xcode on the left, the ๐Ÿ’ฌ Claude Code app on the right. Steps 3โ€“5 (describe โ†’ play โ†’ refine) are the same idea in each. Tap any screenshot to enlarge.

Lane AXcodeClaude inside Xcode
โ†“
โ†“  Step 3
โ†“  Step 4
๐ŸŽ‰ Playable โ€” all in one window
โญStep 5 ยท Refine & polishKeep chatting in the Coding Assistant โ€” tweak the feel, add juice, tune difficulty. Ideas below โ†“
๐Ÿ† The finished game
Live
Flippy Flappy gameplay looping
"Flippy Flappy" โ€” playable in the Simulator ยท full recording โ†“
Lane BClaudeClaude Code app
โ†“
โ†“  Step 3
โ†“  Step 4
๐ŸŽ‰ Playable โ€” one app across projects
โญStep 5 ยท Refine & polishKeep chatting in the app โ€” "make it bouncier", "add confetti". Ideas below โ†“
๐Ÿ† The finished game
Live
Flappy Claudey gameplay looping
"Flappy Claudey" โ€” playable in the Simulator ยท full recording โ†“
โ–ถ 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).

๐Ÿงญ Lane A โ€” "Flippy Flappy"
Built inside Xcode with the Claude Agent
๐Ÿ’ฌ 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.

โ‘ข Describe it โ€” starter prompts
Flappy clone: Build a Flappy Birdโ€“style 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.
๐ŸŽจWant 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.
โ‘ค Refine & polish โ€” this is where games are made

The first version is just the starting point. Keep chatting, press โ–ถ 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.
โš ๏ธRed errors are normal. Copy the red text, paste it to Claude, say "fix this please," and press โ–ถ Run again. Nobody gets it perfect first try.
โ™ป๏ธThe loop, on repeat: ask โ†’ Claude edits โ†’ โ–ถ Run โ†’ play & feel it โ†’ ask again. There's no "done" โ€” stop when it feels great. This is 90% of the fun.
โšก Level up ยท Power-user lane
Lane C ยท Advanced

๐ŸŽฎ 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).
2
Don't start from a blank scene โ€” grab a working game to build on. Open Unity Learn's Endless Runner template so you have real mechanics from minute one: learn.unity.com โ†’ Publish your first mobile runner game.
3
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 โ–ถ Play in the Unity Editor to test โ€” then refine & polish, just like Step 5.
๐Ÿงญ 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 C ๐ŸŽฎ

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

๐Ÿงญ Claude inside Xcode

Easy & tidy โ€” one window for everything.
๐Ÿ‘ Pros
  • One tidy window โ€” code, AI, and โ–ถ 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.
๐Ÿ‘Ž 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

๐Ÿ’ฌ Claude Code app

Fast & flexible โ€” one brain across all your games.
๐Ÿ‘ 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.
๐Ÿ‘Ž Cons
  • Two apps side by side (Claude + Xcode) instead of a single window.
  • You (or Claude) hop over to Xcode to press โ–ถ Play.
  • A little more to arrange on screen at first.
๐Ÿค”Rule 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
๐ŸŽฏ

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.

๐Ÿ” Core loopThe 10-second action players repeat: tap โ†’ fly โ†’ score โ†’ repeat. Nail this first.
๐Ÿงƒ Juice / game feelScreen-shake, particles, pops, sound โ€” the polish that makes actions feel great.
๐Ÿ“ˆ Difficulty curveEasy start, gentle ramp. Too hard early = players quit; too easy = they're bored.
๐Ÿช The hookThe one twist that makes your clone yours and worth sharing.
๐Ÿ’ก
Supersonic Ideation Kit โ†—
A free workbook from Supersonic (the team behind loads of hit mobile games) that walks you through structured exercises to invent a game concept and pressure-test whether it has legs โ€” before Claude builds it.
๐Ÿ“ฆ What's actually inside the kit
๐Ÿ”€ Mechanic + genre combosIts headline exercise: fuse two proven mechanics into one fresh idea โ€” e.g. runner + merge, or shooter + assembling.
๐Ÿงฑ Hybrid-casual depthAdd collectibles, upgrades, and mid-level milestones so a simple game keeps players coming back.
๐Ÿ“Š App Store analysisWorksheets to compare the top 10 games, spot trending themes, and track what's rising vs. fading.
๐Ÿ”Ž Inspiration miningPull ideas from unexpected places โ€” Amazon & Netflix trends, puzzle categories, and creator accounts.

โ€ฆplus built-in brain breaks (stretch, breathe, reset) so the ideas actually flow.

๐Ÿ’กThe 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.
๐Ÿง 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.
๐ŸŽ“ 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.

๐Ÿ“‹ Where game-making fits
Year band๐Ÿ‡ฆ๐Ÿ‡บ Australian Curriculum v9 ยท Digital Technologies๐Ÿ‡ณ๐Ÿ‡ฟ NZ Curriculum ยท Digital Technologies (Hangarau Matihiko)Game-making activity
Fโ€“2Follow & describe algorithms as a sequence of steps and decisionsComputational Thinking โ€” Progress Outcome 1Unplugged game rules; ScratchJr; "give the bird instructions"
Yrs 3โ€“4Visual (block) programming with branching & user inputCT โ€” Progress Outcome 2Simple Scratch / MakeCode Arcade games
Yrs 5โ€“6Visual programming with branching, iteration & variables; define & design digital solutionsCT โ€” PO 3โ€“4 ยท Designing & Developing Digital Outcomes PO 3Design & build a sprite game (Scratch / GDevelop); storyboard your Flappy clone
Yrs 7โ€“8General-purpose (text-based) programming; implement & modify algorithmsCT โ€” PO 4โ€“5 ยท DDDO PO 4First real-code game โ€” direct Claude to build a SwiftUI + SpriteKit clone; read & tweak the code
Yrs 9โ€“10Object-oriented programming; develop, test & evaluate complex digital solutionsCT โ€” PO 6 ยท DDDO PO 5โ€“6Full game project (SwiftUI / Unity); iterate, add features, evaluate & ship
Yrs 11โ€“13Senior state courses (e.g. QCAA Digital Solutions, VCE Applied Computing)NCEA Levels 1โ€“3 Digital Technologies achievement standardsAI-assisted app/game project + design portfolio & testing evidence

Official curriculum & standards: ACARA v9 (AU) โ†— ยท Tฤhลซrangi / NZC (NZ) โ†— ยท Teach Computing / National Curriculum (UK) โ†— ยท CSTA Kโ€“12 CS Standards (US) โ†— ยท ISTE Standards โ†—.

๐ŸงญWhy AI shifts the year levels: normally "produce a working digital solution" waits until students can hand-write code (Yrs 7โ€“10). With Claude doing the syntax, a Year 5โ€“6 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.
๐Ÿ“š 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.

๐ŸŽ Apple ยท Swift / SwiftUI / SpriteKit

๐ŸŽฎ Game engines (bigger / cross-platform)

๐Ÿงฉ Beginner & Kโ€“8 creative coding

  • Scratch (MIT)The classic block-based game maker for younger students.
  • MakeCode ArcadeMake retro games with blocks or JavaScript.
  • Code.orgCS Fundamentals + Game Lab, full lesson plans.
  • PICO-8Tiny "fantasy console" โ€” constraints spark creativity.

๐ŸŽ“ Free courses & channels

๐ŸŽจ Teaching game design (mechanics & aesthetics)

๐Ÿค– AI in the classroom

Appendix ยท The Xcode interface

You can build a whole game only ever pressing โ–ถ 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)

๐Ÿ‘†A 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.)
#ControlShortcutWhat it does
1โ–ถ RunโŒ˜RBuilds your game and launches it on the chosen destination. This is the button you'll press most โ€” it's the "play it" button.
2โ–  StopโŒ˜.Stops the app that's currently running. (That's Command + the full-stop key.)
3Schemeโ€”What Xcode builds โ€” your app. Usually just your game's name; leave it as it is.
4Run destinationโ€”Where it runs: a Simulator (e.g. iPhone 16 Pro) or a real iPhone/iPad plugged in. Click to pick one.
5Status / activityโ€”The strip in the middle narrates what Xcode is doing โ€” โ€œBuildingโ€ฆโ€, โ€œBuild Succeededโ€, or a red error count you can click to jump straight to the problem.
6โœฆ Intelligenceโ€”Opens Xcode's built-in AI coding assistant โ€” this is where Claude lives. See below.
7Panel togglesโŒ˜0 ยท โŒฅโŒ˜0 ยท โ‡งโŒ˜YShow/hide the Navigator (file list, left ยท โŒ˜0), the Inspectors (settings, right ยท โŒฅโŒ˜0) and the Debug area (console, bottom ยท โ‡งโŒ˜Y).

2 ยท Handy menu actions

ActionWhere / shortcutWhat it does
BuildโŒ˜BCompiles the app without running it โ€” a quick way to check everything still builds.
Run without buildingโŒƒโŒ˜RRelaunches the last build instantly, skipping the compile step.
Clean Build Folderโ‡งโŒ˜KThrows away all the built files. The classic โ€œturn it off and on againโ€ when Xcode gets stuck โ€” the next build starts fresh.
ArchiveProduct โ–ธ ArchiveMakes 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 โ€œAny iOS Deviceโ€.
SettingsโŒ˜,Xcode's preferences โ€” including the Intelligence pane where you connect Claude.

3 ยท โœฆ The Intelligence button โ€” where Claude lives

Xcode 26's Coding Intelligence is its built-in AI. Open Settings (โŒ˜,) โ–ธ 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 โ–ถ Run with a simulated destination and your game opens right here โ€” no real device needed.

In the SimulatorHowWhat it does
Home screenโ‡งโŒ˜HPops out of your game to the simulated home screen โ€” same as pressing Home.
RotateโŒ˜โ† / โŒ˜โ†’Turns the device left or right, so you can test landscape.
ScreenshotโŒ˜SSaves a picture of the screen to your Desktop (handy for the App Store).
Start freshDevice โ–ธ Erase All Content and SettingsResets the simulated phone to factory โ€” clears saved scores, settings, everything.
Pick / add a deviceToolbar destination menu ยท Window โ–ธ Devices and SimulatorsChoose which iPhone/iPad model to simulate, or add more.
Good to knowโ€”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 โ–ธ 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.

TabWhat's in it
ArchivesEvery 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.
CrashesCrash reports from real users (once you've shipped), grouped by cause so you can see what to fix.
HangsMoments where real users' apps froze or stuttered.
MetricsBattery use, launch time, memory and more, measured from actual devices in the field.
FeedbackComments and screenshots your TestFlight testers send in.
๐ŸงญMost of this is for โ€œsomedayโ€. To just build and play, you only need โ–ถ 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.
ร— Enlarged screenshot