1

Title Slide - Introduction to Game Development with AI

Part 1: ~5 min
The title slide presents the course title and the central motto: "From Workers to Architects." This metaphor runs throughout the entire lesson - the idea that students don't need to be programmers (workers) but product managers (architects).

Share screen with a Snake game running in Preview - make sure the game is colorful and attractive "Hello everyone. I want you to put down your pens, leave your keyboards and just look at my screen." [Pause - let students focus] "You see that snake moving there? This game, the classic Snake, is something that until half a year ago, if you wanted to build it from scratch, your path would have looked like this:" [Dramatic pause] "You would sign up for a coding course, spend two months learning what variables are, what loops are, struggle with JavaScript syntax in technical English, and only after long months of frustration - maybe you'd manage to get a green square to move on a black screen."

"But the world has changed. The game you're seeing right now, I built in under 4 minutes."

"And the crazy part? I didn't write a single line of code. I didn't open a textbook, didn't Google 'how to build a game', and didn't deal with a missing semicolon on line 40."

"Welcome to the Game Development with AI course. In the next 40 minutes, I'm not going to teach you how to code. I'm going to teach you how to manage."

"Our approach today will be different: for the next half hour you don't do anything. You just listen and watch. I'll demonstrate the entire process, explain the logic, and only at the end we'll split into practice rooms."

"So lean back, make sure you can see my screen well, and let's begin."

The opening is the "Hook." It's very important that the Snake game is ready and running on screen the moment students enter. The goal: create a "WOW effect" that grabs attention from the first second. Don't rush - let them absorb the idea.
2

The Big Change - Old vs. New

The slide presents a visual comparison between the traditional way of learning coding (long, complicated, frustrating) and the new AI-powered way (fast, intuitive, rewarding). The central idea: the barrier is no longer technical, but creative. Whoever knows what they want - can build it.
The traditional teaching method required learning syntax, understanding data structures, and solving thousands of exercises before building a real product. The new method starts from the product and digs into details only when needed.

Show the slide with two columns - old (red) and new (green) "Look at the difference. On the red side - the old world. Months of learning, struggling with bugs, and the result? A square that moves. On the green side - a new world. A few minutes, no code, and you get a complete game with design and colors."

"The sentence I want you to remember: We're not learning to code. We're learning to manage."

"Just like a CEO doesn't need to know how to weld steel to run a factory, you don't need to know JavaScript to build a game. You need to know what you want and how to ask for it."

If there are students in class who already know how to code, emphasize that this tool saves them hours of work too. AI doesn't replace programmers, it empowers them. The goal isn't to eliminate the need for understanding, but to lower the barrier to entry.
3

IDE - Integrated Development Environment

Part 2: ~10 min
An IDE is software that centralizes all the tools a developer needs in one place: code editor, file manager, runner, and preview. Instead of jumping between different apps (one for writing, one for running, one for design), everything is in one window.
Examples of popular IDEs: Visual Studio Code (free, by Microsoft), Cursor (AI-powered), Google Antigravity (new platform with built-in AI). In our course we'll use Google Antigravity or Cursor.

"Before I open the software, we need to align on the language. There are three concepts you'll hear me say a lot."

"The first concept: IDE. In English it's Integrated Development Environment - your development environment."

"Think of it like a surgeon's operating table. The light is perfectly aimed, all the tools are arranged, the equipment is ready. This is the place where everything happens."

"Until now, development environments were intimidating. Lots of buttons, colorful text, technical English that only programmers understand. The tool we'll use - is different. It's not just a workspace, it's a workspace that already has the carpenter in it."

If you have access to the software, open it on screen at this stage so students can see the IDE interface. An empty window of the software is less intimidating than a development environment full of code. Emphasize that it looks "empty and clean" - not scary.
4

Workspace Structure

File Explorer (left side): Like folders on a computer. All project files appear here. At first it's empty, and the agent will fill it for us.

Edit Area (center): This is where the code appears. As "managers" we won't need to edit much here - the agent does that.

Chat Panel (right side / Ctrl+I): The heart of the tool. This is where we talk to the agent and give it instructions.

Preview: A button that lets you see the product in action without leaving the software.

Open the software (New Window) - empty screen "Look at the screen. This is the software. This is what it looks like when it's empty."

"On the left – File Explorer. Currently empty, because we haven't created anything yet."

"In the center – Edit Area. Also currently empty."

"But the magic is on the right – the chat box with the agent. This is exactly where we'll work."

"Notice: in the old approach, I would need to create a file manually, name it index.html, and start writing code. In the new approach? I don't touch files. I go straight to the conversation."

If demonstrating with Cursor: Ctrl+I opens the chat panel. If with Antigravity, the chat is usually on the right. Emphasize the point that the conversation is our main interface - not the code editor.
5

Agent - AI Agent

Chatbot (like regular ChatGPT): You ask a question, you get a text answer. It's passive - it does nothing except talk. If you ask it to create a file, it will write the content for you but won't actually create the file.

Agent: An AI entity that can perform actions in the real world. It can create files, write code, edit existing files, delete, run programs, and check that everything works. It works inside the development environment like a real employee.
The word "Agent" comes from the world of artificial intelligence and means an autonomous entity capable of making decisions and acting independently to complete tasks. In our context, the agent "lives" inside the IDE and has access to our files.

"The second concept, and the most important: Agent."

"Until now you knew chatbots, like ChatGPT. You ask a question, it answers. That's nice, but it's passive."

"An agent is something completely different. An agent is an entity that knows how to perform actions. It doesn't just write text. It can create files, delete things, run tests." [Pause - let the idea sink in] "In our construction site analogy: if you used to have to build the wall yourself brick-by-brick, today you have a skilled worker. You don't need to know how to hold a trowel, you just need to know how to say: 'Build a 2-meter white wall'."

This is the most important concept in the lesson. Make sure students understand the difference between a chatbot and an agent. If there are questions, stop and answer. A good way to check understanding: "Who can tell me in one word what the difference between ChatGPT and an agent is?" (Answer: ChatGPT talks, an agent does).
6

Prompt - The Instruction

A prompt is the instruction we give to the agent. It's the "language" we communicate with it. The difference between a good and bad prompt is like the difference between asking "make food" (what will you get? Who knows!) versus "make pasta with tomato sauce, basil and parmesan" (exactly what you wanted).
"Prompt Engineering" is an entire field dedicated to writing effective instructions for AI. The more detailed and precise the instruction, the closer the result will be to what we wanted. Important to note: there's no "perfect prompt" - it's a process of trial and error (and that's exactly why we have iterations).

"The third concept: Prompt - the instruction. This is the language we speak with the agent."

"If you tell your worker 'build a house', you might get a tent or a palace. And that's probably not what you wanted." [Wait for smiles] "The art we'll learn here is how to write a precise instruction: 'Build a private house, one floor, red tile roof, wooden door'. The more precise we are, the better the agent works."

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Good Prompt Structure - 4 Components

Part 3: ~10 min
1. Role: We define who the agent is. "You are an expert game developer" puts it in the right "thinking mode." Like how you'd describe a pain to a doctor rather than asking for a recipe - context matters.

2. Task: What exactly do we want? "Create a classic Snake game" - clear, focused, specific.

3. Technical Constraints: Limitations and requirements. "Single file named index.html" - we don't want a complicated project with dozens of files. Everything in one simple file.

4. Design: How does it look? "Dark background, Neon Green Snake, Red apple" - visual details that turn the product from generic to precise.

"Okay, I'm going to demonstrate now how to build the game from scratch. Pay attention to the structure of the prompt I write:"

"First component - Role: I start by telling the agent who it is. 'You are an expert game developer.' Why? Because this way it 'gets into character' and focuses on game development."

"Second component - Task: What do I want? 'Create a classic Snake game.' Simple, clear."

"Third component - Constraints: 'Generate a single file.' Why? Because we're just starting. No need for complications."

"Fourth component - Design: 'Dark background, Neon Green Snake.' Without this, it might have given us gray squares on a white background. And we want something that looks cool."

8

The First Prompt in Action

This is a key moment in the lesson. Students see the agent in action for the first time - writing dozens and hundreds of lines of code in seconds. Important to emphasize: a skilled human developer would take 20-30 minutes to write this code. The agent finishes in under 30 seconds.

Type the prompt in the chat panel and press Enter "Watch what happens now. I raised my hands from the keyboard." [Physically emphasize - raise hands from keyboard] "You see the text running fast? That's the agent working. It's writing three languages simultaneously right now - HTML, CSS and JavaScript."

Wait for the code to finish, then click Preview "It's done. Now I click Preview..." [Click and let students see the result] "Wow. Look at that."

"Dark background? Yes. Glowing green snake? Yes. Score? Yes."

Play for a few seconds - move the snake, eat an apple "Let's play for a moment... the snake moves, it eats, it grows."

"In under 2 minutes, we created a working product."

"But... and this is a big but. This still isn't perfect. Games are never perfect on the first try."

The "WOW" moment is critical. Let it land. Don't rush to explain - let students react. If someone asks "Is this real?" - that's exactly the reaction we wanted. Important: if the game doesn't come out perfect on the first try - that's fine! That's exactly what we're going to teach in the next slide (iteration).
9

HTML, CSS, JavaScript - Three Languages

HyperText Markup Language. HTML is the markup language that defines the structure of a web page. It determines what's on the page: headings, paragraphs, buttons, images, drawing areas (Canvas). In the context of our game, HTML defines the "board" on which the game runs.
Cascading Style Sheets. CSS is responsible for appearance: colors, sizes, positions, animations, fonts. Without CSS, a web page looks like a simple black-and-white Word document. CSS turns "dark background" and "glowing green snake" into reality.
JavaScript (JS) is the programming language that adds logic and behavior. It determines what happens when you press an arrow (snake moves), what happens when the snake touches an apple (grows), and what happens when hitting a wall (Game Over). JS is the "brain" behind everything interactive on the web.
In our project, all three languages are combined in one file (index.html). In large projects they're usually separated into different files, but for learning - one file is simpler.

"The agent just wrote code in three languages. Let's understand what each one does:"

"HTML - that's the foundation. Like a building's foundation - it determines that there's a 'game area' here, there's 'score text', there's a 'heading'."

"CSS - that's the design. This is what turns the foundation into something beautiful. The dark background, the glowing green snake, the arcade font - all CSS."

"JavaScript - that's the brain. This is what makes the snake move when you press an arrow. This is what makes it grow when it eats. This is what creates the logic of the game."

"You don't need to memorize all this. The agent knows all three languages. You just need to know they exist."

10

Iteration - The Development Cycle

Part 4: ~10 min
Iteration is a repeating cycle of three steps: build, test, improve/fix. This is a foundational principle in software development and in any creative process. No product comes out perfect on the first try. The power is in the speed of iteration - how quickly you can identify a problem and fix it. With AI, the speed of iteration has jumped from minutes/hours to seconds.
In the tech industry, "Agile" is a complete methodology based on rapid iterations. Instead of planning a year ahead and building everything at once, you build a little, get feedback, and improve. We're doing the same thing - except our "sprint" is 30 seconds.

Play the game intentionally to hit a wall "Okay, I hit the wall. Notice what happened." [Point at the screen] "The snake just... stopped. No message. No Game Over. No Restart button. I have to refresh the whole page."

"From a user experience standpoint - this is bad. A player who encounters this will think the game is broken."

"In the old world, this is the moment the student gives up. They need to go into the code, find lines, understand, write a new function. But we're managers. We have an agent."

"The most important thing you'll learn: development is a cycle. 1. Build. 2. Test. 3. Improve. And repeat."

Type the second prompt in the chat "I go back to the chat and simply continue the conversation: 'The game is great, but when I crash into the wall, nothing happens. Please add a Game Over screen with the final score and a Restart button.'"

"Notice: I describe the problem and the solution. You don't need to be a programmer - you need to know how to say what's broken and what should happen."

Run and check - demonstrate that the problem is fixed "Let's check... There it is! A Game Over window appeared. The score is showing. There's a Restart button. We fixed a bug without touching code, in 20 seconds."

It's very important to let students see the "failure" (the game without Game Over). This teaches them that even AI isn't perfect, and that's okay. The message: we didn't anticipate upfront that Game Over was needed, and that's exactly why iterations exist. If there's time, demonstrate another iteration ("Make the snake 20% faster") to show it's not just for bug fixing but for improvements too.
11

Context Aware and UX

When we asked the agent to add a Game Over screen, it didn't rewrite the entire game. It read the existing code, identified where the collision logic was, and added only what was needed. This is "context awareness" - the agent understands what has already been built and integrates within it.
Context Aware is a huge advantage of modern agents. Unlike "copy-paste" from ChatGPT, the agent inside the IDE sees the entire project and can make focused changes. It also remembers the conversation history - if you asked for something and then corrected it, it won't forget.
UX (User Experience) deals with the question: how does the player/user feel? When the game stops without a message - that's a bad experience. When a nice Game Over screen pops up with a score and Restart button - that's a good experience. A good product manager always thinks about UX, and therefore knows how to identify problems and request fixes.
UX Design is an entire profession. In this course we're not becoming professional UX designers, but we'll learn to "think like a user" - play our game and ask: "If I were a player seeing this for the first time - what would feel wrong?"

"Two last concepts for today:"

"Context Aware - did you notice the agent didn't rewrite the entire game? It's context aware. It read the existing code, understood what was there, and changed only what was needed. It's like asking a carpenter to fix a drawer in a cabinet - they don't build a new cabinet."

"UX - User Experience. How the player feels when using your product. The snake that stopped without a message? Bad UX. A nice Game Over screen with a Restart button? Good UX."

"As product managers, you need to be the player's representative. Play, feel what's not working, and ask the agent to fix it."

12

Summary and Transition to Practice

Part 5: ~5 min
IDE - The workspace (where everything happens)
Agent - The AI entity that actually does the work
Prompt - The instruction (the orders we give)
Iteration - The development cycle (build → test → improve)
HTML - The foundation of the page
CSS - The design
JavaScript - The brain / the logic
Context Aware - The agent is aware of existing code
UX - User Experience

Stop screen sharing, switch back to full camera view "So what did we see here in the last 35 minutes?"

"We saw how to turn an abstract idea - 'I want Snake' - into a working product."

"We saw that code is no longer a barrier, but something that's generated for us."

"We learned that development is a process of dialogue - we request, test, and request fixes."

"Now - your turn."

"In a moment we'll open the rooms. In each room there will be a teaching assistant waiting for you. You have one simple task for the next 20 minutes: build your first Snake game."

"The process:"
"1. The teaching assistants will help you install the software."
"2. You'll get the prompt I used - I'm sending it in the chat now."
"3. Run it, see the game working."
"4. For advanced students: try changing one thing - color, speed, or text."

"Don't be afraid to make mistakes. If the agent writes bad code - ask it to fix it. That's part of learning."

"I want everyone to leave today's session with a game they built with their own hands on their computer."

"Ready to go from players to creators? Let's go, opening rooms. Good luck!"

Before opening rooms: send the prompt in the general chat so everyone can copy it. Make sure teaching assistants are ready in the rooms. Check there are no last questions. If there are students who look nervous - reassure them. The teaching assistants are there for exactly that.
End of Speaker Notes - Lesson 1