Python mobile game development workspace
Online lectures · Trackfloworavex

Mobile games, built in Python.

A structured lecture series that takes you from Python basics to a deployable Android game — covering Kivy, touch input, sprite logic, and packaging. Content is delivered online so you work on your own schedule without travel.

See the full program

What the field actually looks like right now

Python's role in mobile game development has shifted significantly since Kivy matured. The toolchain that once required substantial platform-specific bridging now handles Android packaging through Buildozer with far less friction. The lectures reflect this — examples use current library versions, not tutorials written for Python 2 environments.

Each module references tools and patterns that appear in real production projects: event-driven input handling, texture atlases for sprite performance, and audio management that doesn't stall the main thread. These are not theoretical exercises.

Content reviewed and updated each semester against current Kivy and Python releases
Code editor showing Kivy game project structure
6 Structured modules covering the full build pipeline
4.8 Average rating across 81 student reviews

Program structure

What the program involves

Six lecture modules delivered asynchronously, with exercises after each one. The workload is honest — roughly seven to nine hours per week if you engage with the projects rather than just watching. A full breakdown of the curriculum, pacing, and access details lives on the program page.

  • Python for game logic
  • Kivy framework core
  • Sprites and animation
  • Touch and event input
  • Audio and performance
  • Android deployment
Format Async online

Lectures are pre-recorded. You watch and work at your own pace, with no fixed session times.

Duration 8 weeks

Designed to be completed in eight weeks at the suggested pace, though access extends beyond that.

Outcome Deployable game

The final project produces a packaged Android application built entirely during the course.


Common questions

Three things most people wonder before enrolling

The program begins with Python fundamentals before moving into game logic and mobile deployment. Students with no prior experience can follow, though the pace is deliberate rather than slow — some independent reading between sessions helps considerably.
Lectures run approximately three hours per week. Exercises and independent practice typically add another four to six hours depending on how deeply you engage with each project. The estimate assumes you are building the exercises, not just reviewing them.
The final project is a functional mobile game built with Kivy and packaged for Android. Whether it reaches a public store depends on your own decisions after the program — the technical groundwork will be in place. Several past students have gone on to publish, though that is not a guaranteed outcome.

Who delivers this

The people behind the lectures

Portrait of Théodore Vanbremeersch
Théodore Vanbremeersch Lead instructor · Game systems

Théodore has shipped four mobile titles using Python and Kivy, two of which reached over 30,000 downloads on Google Play. He spent several years in a small games studio before moving to independent work and teaching. His lectures focus on the decisions that actually affect whether a game runs well on a phone — not just whether the code is correct.

  • Kivy architecture
  • Performance profiling
  • Android packaging
  • Game loop design
Portrait of Solène Quéméner
Solène Quéméner Instructor · Python and audio

Solène teaches the Python fundamentals module and the audio and asset management sessions. She has a background in scientific computing and transitioned into game development after contributing to open-source Kivy tooling. Her approach to explaining event-driven programming has been consistently noted by students as the clearest part of the curriculum.

  • Python fundamentals
  • Event handling
  • Audio management
  • Asset pipelines
Instructors working through a game development session

When you get stuck

Getting unstuck is part of the process

Every student hits a point where something stops working and the reason is not obvious. That is not a sign that the program is too hard — it is usually where the most durable learning happens. The support structure here is designed to help you work through those moments, not to hand you the answer immediately.

Instructors review submitted exercises and leave written feedback. A peer forum is available for discussion between students. For direct questions, email response typically comes within two working days.

Email support Direct questions answered within two working days by the instructors
Exercise feedback Written comments on submitted project work after each module
Peer forum Discussion space shared with other students working through the same material

What differs here

How this is put together differently

Scope

One tool, done properly

The program covers Kivy specifically — not a survey of every Python game library. That focus means the lectures can go into the parts that matter for mobile: touch event propagation, texture memory, and the Buildozer packaging process. Breadth is traded for depth where it counts.

Sequence

Built to accumulate, not just inform

Each module builds directly on the previous one. The sprite system introduced in module three is the same one used in the audio and performance sessions later. Students are not starting over with each topic — they are extending a single project through the entire program.

Student project showing completed Kivy mobile game interface
Honesty

The hard parts are named

Android packaging is genuinely difficult. Kivy's documentation has gaps. These are acknowledged in the lectures rather than glossed over. When something is known to cause problems — Buildozer environment setup on Windows, for instance — the session addresses it directly with the current working approach.

Pace

Asynchronous by design, not by default

The lectures were written for asynchronous delivery from the start, not recorded versions of live sessions. That changes how explanations are structured — demonstrations are shorter, references to earlier material are explicit, and exercises are designed to work without a live instructor present.