For the significant adults in a kid's life: parents, grandparents, aunties, uncles, godparents, family friends
The guide shows you how, step by step. An afternoon or two, paper, textas and a bit of AI. They design it. You build it. You both get time together worth keeping.
Instant PDF, around 100 pages, every question and every prompt. Prefer paperback? Buy on Amazon
Everyone is busier than they used to be, and it is not getting better. Work follows us home in our pockets. The gap between being in the room with a kid and being with them quietly widens, and nobody chooses it. Attention is the rare thing. This gives it somewhere to go.
You ask the questions. They draw the hero and make up the rules. Then AI turns the drawings into a real game on their phone, with both your names in the credits.
The game is retro on purpose. Three lives, a clock, a proper ending. Small enough to finish in an afternoon or two. Theirs enough to show every mate at school.
You never need to know anything about games or code. You need one afternoon and a packet of textas.
Kids will not remember most of what we bought them or booked for them. They will remember who was there, and what we made together while they were.
How it works
Thirty minutes for you, with a cuppa, before the kids are involved. What a game actually is, how AI actually works, and a field trip into their favourite game.
Six short sessions on paper: the big idea, the hero, the baddies, the rules, the world, the paper playtest. You ask. They make every creative call. No screens yet.
Hand the sheets to the AI one step at a time. With the kids beside you, or overnight while they sleep. Copy-paste prompts for every stage. About an hour.
The reveal. Launch night. The fridge page, the QR code, the family leaderboard. A certificate, a letter from you, a folder that outlasts the game.
The kid is the designer. You are the producer. You never need to know anything about games or code.
Who it's for
One twenty-minute chat on the floor with textas. You do the rest and surprise them with the game at breakfast.
Six short sessions, fifteen to twenty minutes each. You write, they draw and decide. You build it overnight, they finish it in the morning.
Six sessions of about thirty minutes. They write, they sit at the keyboard, you sit beside them. There is a chapter on handing a big kid the keys.
Parents, grandparents, aunties, uncles, godparents, carers, family friends. You do not need a matching surname to be part of their story. Not the parent? The first sheet is the five-minute chat to have with them first.
Side effect: you become the grown-up who can make video games. That reputation travels fast at school pick-up.
The guide
Around 100 pages, written for the adult. Part 1 is thirty minutes with a cuppa. After that you can run this with any kid, any afternoon, as many times as you like.
Hiding the veggies in the sauce. Systems thinking, feedback loops, iteration, patience. Nobody needs an afternoon that feels like a disguised exam. The kid has a game they want to make. The thinking helps them make it.
Everything in the guide runs on blank paper. This is the paper, done for you. Thirty-six pages. Fifteen steps, one sheet each, with the questions to ask by age printed at the top of every one. Print it and handwrite, or type straight in and upload the file to the AI.
Get it with the guide for $27, or add it at checkout.
It was never about the game. The game is the vehicle. The connection is the point.
Harper was eight: questions, answers, reflection, feedback. Harley was three: twenty minutes on the floor, lots of drawing, and I did the rest. Same method, two ages, two kids who own a game. It works at any age because the game bends to the kid, not the other way round.
Keep the drawing with the impossible dinosaur legs. Keep the rulebook in a nine-year-old's handwriting. Keep the video of them explaining it at launch night. In ten years that folder is a museum of exactly who they were that afternoon.
I was at a restaurant with my niece Harper, waiting on hot chips, and the booth had one of those built-in game screens. The games on it were rubbish. So I asked her: want to make a better one?
Who is the hero? What can she do? What is chasing her? By the time the chips arrived we had a design. By the time the bowl was empty we had prompted an AI on my phone into a working game called Koala Trail. Harper played a game she had invented, at the table where she invented it.
My favourite moment came in the middle. While the AI was building, Harper sighed: "this is taking a long time." It had been about three minutes.
Who wrote this
I'm Steve Corney. I'm an uncle by blood to Harper, and Uncle Steve to a handful of other kids whose families have made room for me. I'm not a parent. I get to choose what I bring to those relationships, and I think about that a lot.
I'm a learning designer. Through Learn Awesome I design and package content that helps people learn new skills and build new capabilities, at work and in life. I've been running workshops and facilitating sessions for more than twenty years, and the most fun I've ever had in one was being Harper's producer, and then Harley's. My TEDx talk, Legacy in Bytes, made the case that capturing pieces of our lives for the people we love is one of the most generous things we can do. This is that idea, with textas.
Press Start Together is a Learn Awesome project.
From the families
"[TESTIMONIAL]"
[NAME], [ROLE: uncle / grandma / dad] to [KID, AGE]. Made [GAME NAME].
"[TESTIMONIAL]"
[NAME], [ROLE] to [KID, AGE]. Made [GAME NAME].
"[TESTIMONIAL]"
[NAME], [ROLE] to [KID, AGE]. Made [GAME NAME].
[Optional: one line from a kid, in their words, on a yellow card.]
The full guide as a PDF, around 100 pages. Every prompt, the whole method. Blank paper does the rest.
The book plus the 36-page workbook: 17 fillable sheets, drawing pages, the fridge page, certificate and memory folder. Print or type.
Instant download. Prefer paperback? Buy on Amazon. Already have the paperback? Workbook only, $8.