Two worlds. One week. Built by your kid.
Pick a side — or try both. Campers spend the week designing a real project in Minecraft or Roblox: a simulated world with rules, NPCs, and systems, or a playable Roblox experience with mechanics, scripts, and design. Friday they show it off.
Pick something hard. Build it. Explain it.
Questions? Text us at (647) 692-6109 text preferred
Two worlds, one classroom. Some kids want to build a living Minecraft world — terrain, NPCs, redstone systems, the whole ecology. Others want to design a Roblox experience — mechanics, scripts, UI, the loop that makes other kids want to play it again.
Both tracks run side by side, all week. Campers pick their world on Day 1. Counselors guide both. By Friday, every kid has something they built, something they tested, and something they can walk a parent through.
This isn't free play. It's structured engineering with creative latitude — and a real demo at the end of the week.
Design and run a simulated Minecraft world — ecosystem, civilization, or biome — with NPCs, automation, and player-run roles.
What they'll build
Design a Roblox experience other kids would actually want to play — with mechanics, scripts, UI, and the loop that brings them back.
What they'll build
Vote on a world theme; assign roles based on age and interest.
Pick a game genre; spec the core loop on paper before building.
Reshape the world — biomes, water, terrain. Drop foundations. First redstone experiments.
Build the map in Studio. First scripts: movement, spawns, basic interactions.
Place NPCs, configure villager trades, set mob rules. First stress-test walk-through.
Add gameplay mechanics, UI, scoring, leaderboards. First internal playtest.
90-minute live simulation run with a counselor-triggered crisis. Debug in role.
Cross-track playtest: Minecraft kids play Roblox games and give feedback. Iterate.
Trade · Scarcity · Diplomacy
Factions compete for limited resources. Villagers trade, raiders threaten, monarchs negotiate.
Predator · Prey · Pollution
Coral reefs, predator-prey cycles, pollution events that ripple through the food chain.
Oxygen · Energy · Expansion
Life support is fragile. Power grids, food limits, the slow push outward into the unknown.
Growth · Monuments · Depletion
A civilization rises around its monuments — and discovers its resources don't last forever.
Biodiversity · Deforestation · Migration
A living canopy. Deforestation triggers, animal migration, a fragile web of species.
Level Design · Difficulty · Flow
A jump-and-puzzle gauntlet. Easy to start, hard to finish, fair the whole way.
Progression · Economy · Unlocks
Earn, upgrade, expand. Design a satisfying loop that makes the next unlock feel earned.
Mechanics · Stats · Leaderboards
A core action, repeated and upgraded. The trick is making minute 30 still feel rewarding.
Asymmetry · Rounds · Tension
One side hides, one side seeks. Map design and round timing make or break the chase.
Narrative · Sequencing · Pacing
A guided experience with characters, choices, and a payoff. Built for replay.
New to Minecraft or Roblox welcome. Start with creative roles — Architect, Lore Keeper, World Builder. Paired with older campers on the trickier work.
Comfortable with games, ready to think like a designer. Mid-complexity roles: ecology, NPC behavior, UI design, game-feel tuning.
Engineering and systems design. Redstone, command blocks, Lua scripting, leaderboards. Optional junior-counselor role during orientation.
No prior experience required — in either platform. Instructors meet kids where they are.
Sessions fill fast. Grab a seat before they're gone.
Questions? Text us at (647) 692-6109 text preferred