Creator Academy · Lesson 1

Your first game, in four messages

A real session: three vague words in, something playable out — and the two habits that get you there faster.

Zine-style collage: four torn paper speech bubbles growing left to right across a bright green ground, the largest holding a retro arcade joystick.
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TL;DR

Nothing exists until you send your first message, and nothing is built until you tap Build it. In between, Scotty asks one question at a time. A vague opener works — it just spends turns. Saying what the player does, rather than what the game is about, is the biggest single time-saver.

The Makermint create screen: Scotty's opening message on the left, and two cards — create your own game, or remix a popular one.
The actual first screen. Scotty is already asking before you have chosen anything, and the line under the title says it outright: nothing builds until you say so.

The shelf is optional. The verbs are the point.

Popular mechanics

Sixteen starting points, each with the shape of its game underneath.

Platformer
run · jump · collect
Flappy
one tap · glide
Merge
combine · combo
Defense
lanes · turrets
Stacker
drop · balance

Got your own idea? Just type it — the shelf is optional.

  • Platformer

    Every tile is a pair of verbs. That is the shape of the answer Scotty wants from you: not what your game is about, but what the player does.

  • Stacker

    Steal the format even if you don't take the tile. One sentence with a verb in it beats three describing the world.

The popular mechanics shelf: a grid of animated tiles including platformer, runner, shooter, gem match, dungeon, flappy, breaker and snake.
The real shelf. Sixteen tiles, each animating its own mechanic — and the note at the bottom reminding you it is optional.

Four messages, start to finish

A real session, opened as unhelpfully as possible — three words: "a game about a cat".

  1. Scotty asks what the cat does

    Four options to tap: jump and dodge, solve puzzles, explore and collect, chase or catch prey.

  2. I answer with a situation

    A stray cat knocking things off shelves while the owner tries to catch her. Scotty plays it back as a game and asks what the core is.

  3. I correct one thing and name a feeling

    Top-down rather than side-on. Chaotic and funny.

  4. Scotty offers to build it

    The whole game, agreed, from three vague words. Every question asked was one I could have answered before it was asked.

Watch the status, not the spinner

Scotty

The line under the name is the fastest read on the screen.

Waiting
itching to build
Asking
quick question for you
Working
thinking it through…
Ready
say the word
  • Asking

    There is a question waiting for you, usually with options you can tap instead of typing.

  • Ready

    This is the one to wait for. Scotty has everything it needs and the next move is yours.

Two habits worth forming

  • Does my first message contain a verb?

    "A game about a cat" is a subject. "You're a cat knocking things off shelves while someone chases you" is a game — and it skips straight to turn three.

  • Am I answering the question that was asked?

    Scotty asks one at a time. Answer it and volunteer the next detail, and the conversation moves two steps instead of one.

Before you tap build

The build offer arrives as a card with the game's name and a short summary of what will be built. Open the summary once — it is the whole brief in a paragraph, and much cheaper to disagree with there than after.

Next lesson: read the sketchpad, the panel that tells you whether Scotty understood you. Or just start a game — ten minutes is the whole commitment.

Frequently asked questions

No. Nothing exists until you send your first message, so opening the create screen and looking around leaves nothing behind in your profile.

Try it on your own idea

Describe a game in a sentence and play it in minutes. No coding, no downloads. Free during early access.

Start creating free