Make your first Videogame
Make Your First Video Game brings together young people aged 15–25 to design, program, and present their first interactive game on the theme of climate change. Over 15 creative and technical sessions, participants learn Unity and C#, explore storytelling and game design, and discover how games can inspire real-world change.
Project Pillar: Technology
Status: Ongoing (from August 2025 to November 2025)
Codesigned with Reload akademija and Javni zavod Mladi zmaji
About the project
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To transform young people from passive consumers of technology into active digital creators, equipping them with both technical skills and entrepreneurial mindsets. The program empowers participants to design, program, and present their first interactive video game on the theme of climate change.
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We combined facilitator mentorship, participatory youth co-creation, and structured dual-track learning — technical programming and creative-entrepreneurial development — within the Creative Cycle framework (Plant • Grow • Harvest):
Plant (September 2025, first 2 weeks): Internal preparation with six young co-creators (design, communication, coordination) and promotional activities in schools. Opening of applications, participant selection, and goal-setting with SMART objectives.
Grow (mid-September – November 2025): 15 sessions split into:
Technical track: Unity & C# programming fundamentals, asset creation, debugging, and game mechanics.
Creative-entrepreneurial track: Story development, climate storytelling, UX design, business potential identification, and pitch preparation.
Harvest (late November 2025): Public presentation of games, group evaluation, personal reflection, and definition of concrete next steps (e.g., entering an incubator, further study, launching a project).
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Primary target group: 15–20-year-olds interested in technology, gaming, programming, or creative digital expression. Predominantly secondary school students (gymnasiums and technical schools) with basic computer literacy and interest in exploring career paths in game development or creative industries.
Secondary target group: Six young co-creators (aged 23–29) responsible for program design, promotion, coordination, and visual identity, gaining leadership and project management experience.
Instructors: Lilalab facilitator (creative & entrepreneurial track) and Reload akademija facilitator (technical track, game industry professional).
Program is codesigned: Reload akademija, Lilalab, and Javni zavod Mladi zmaji
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PLANT (early September 2025)
Internal preparation with six young co-creators (design, communication, coordination).
Promotional activities in schools and youth centres.
Opening of applications, participant selection, and setting SMART objectives.
Introduction to climate change themes and storytelling principles.
GROW (September – November 2025)
15 three-hour sessions (45 hours total), split into:
Technical track: Unity & C# programming fundamentals, asset creation, debugging, and game mechanics.
Creative-entrepreneurial track: Story development, UX design, climate storytelling, and creative thinking.
Guided use of Business Model Canvas and Mission-to-Impact Framework to explore entrepreneurial potential and social impact of games.
Peer-to-peer learning, iterative testing, and feedback sessions.
HARVEST (late November 2025)
Public presentation of completed games with live demos.
Group evaluation and personal reflection.
Definition of concrete next steps (e.g., entering an incubator, further study, launching a project).
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Funded by Javni zavod Mladi zmaji.
Venue and equipment support from Mladi zmaji youth centres.
computers provided from participants and partners.
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Program completion: 8 young participants successfully completed the training, each contributing to the design, programming, and presentation of an interactive video game.
Capacity building: Strengthened participants’ technical abilities (Unity & C#), creative storytelling skills, and entrepreneurial thinking using the Business Model Canvas and Mission-to-Impact Framework.
Creativity & action: Measured improvement in problem-solving, teamwork, and the ability to transform ideas into playable prototypes.
Concrete results: Produced at least 1 fully playable game on climate-related topic; game publicly presented at a final event and made available for broader audiences.
Collaboration: Fostered strong peer-to-peer learning and multidisciplinary teamwork between technical and creative participants.
Public awareness: Engaged community members and partners through public demonstrations, sparking dialogue about climate change via interactive media.
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Explore integrating the program into school curricula or national youth centres.
Connect with advanced modules for returning participants.
Create an online repository of games to inspire wider audiences.
Follow our journey.
In collaboration with Javni zavod Mladi zmaji and Reload Akademija.