When we first set out on this project, we had a clear mission: to equip students at Universidad Tecnológica del Perú (UTP) with future-ready skills. But how do you make learning these skills truly engaging, accessible, and inclusive?
Our answer: Collaborative Game Making.
Think about it—game design isn’t just about coding. It’s about art, sound design, storytelling, project management, collaboration, and creativity. We set out to create a program that was a multidisciplinary powerhouse that mirrors the kinds of challenges. Collaborative Game Making became the perfect vehicle for our vision.
A space where learners would work together on one game with the purpose of building teamwork, creativity, and real-world problem-solving skills.
But then came the next question:
What Kind of Game?
Not everyone loves the same kind of game. Imagine asking someone who lives for adventure games to design a puzzle game about chess—they’re probably not going to feel too inspired.
We had to figure out how to bring a diverse group of students, each with their own interests, together on a single project. On top of that, the game couldn’t be too complex (or it’d overwhelm beginners), nor too simple (or it’d bore them). We needed that sweet spot.
We also needed one more thing.
Purpose Behind The Game
We didn’t want the game to just be “fun.” We wanted it to matter. From past programs, we’ve learned that students are more motivated and engaged when their work has purpose.
So we asked ourselves: What if the game they create could also help others?
That’s when we landed on the idea of an educational game, a tool that could bridge a critical language gap for many in Perú. Many students here face challenges learning English, so we envisioned a game that could teach kids something valuable, like a new language, in an engaging way.
This way, we weren’t just teaching UTP students how to make games; we were empowering them to create something with the potential to address a real, pressing need in their community.
Importance of Open-Source
We also knew this project needed to be open source.
Our experience in Open Source has shown us that it’s one of the most effective ways to make resources accessible to everyone. By its very nature, Open Source supports equity, providing equal opportunities for people to access, use, and contribute, regardless of their background or circumstances.
By using free open source tools and assets, we could ensure that all students—regardless of barriers—had access to everything they needed. This aligns with one of our core experience principles, that everyone belongs.
We also didn’t want this game to be a “one-and-done” project. We envisioned a game that future students could continue to build on—adding new features, tweaking mechanics, and making it even better.
This wasn’t just about creating a game. It was about creating a community.
Meet FannyPack
Enter FannyPack, an Argentina-based team of Godot specialists.
When we at the Endless OS Foundation came across A Path to the Throne, it wasn’t yet a game, it was simply assets from Fanny Pack. But with collaboration with Fanny Pack, we were able to use their assets to build A Path To The Throne. A game that struck the perfect balance between complexity and simplicity while staying true to open-source principles.
What Is “A Path to the Throne”?
At its core, A Path to the Throne is a 2D platformer. Players embark on quests and missions alongside in-game characters. King Arthur, the central figure of the story, must master the English language to unlock the ultimate power of the Throne and claim his rightful destiny.
As players advance, the challenges grow—not just in gameplay, but linguistically, too. It’s an incredibly engaging way to teach primary school students English while keeping them entertained.
So we’ve chosen the game, now what?
How Did the Game-Making Program Work?
Learners initially joined our Core: Godot program, where they were introduced to the fundamentals and guided through setting up essential tools like the Godot engine and GitHub. After a kick-off session, where they were introduced to collaboration tools like Discord and GitHub Projects, they explored a pre-built 2D game starter file. It wasn’t just about diving into the tech—teams worked together to assign roles like Game Producer, Art Lead, or Engineering Lead, letting everyone focus on their strengths.
As the program progressed, things got more challenging. Teams used GitHub to manage their tasks, track progress, and untangle the occasional code conflict, with our mentors guiding them along the way. This studio-like environment simulated a professional workspace, preparing learners for workplace readiness by helping them understand its dynamics, improve collaboration, and develop practical skills.
And it all came together in the end: a showcase event where participants presented their games, shared their experiences, and reflected on just how much they had learned.
What Was It Like for Participants?
For participants, this collaborative game-making program was more than just a learning opportunity—it was a journey of discovery, growth, and collaboration.
Ysamar, one of the learners, summed it up perfectly:
"My experience with Endless has been a true success story of professional growth. It all started with GameLab 2.0, where I discovered Godot. This program allowed me to learn its features while working on real projects. Each milestone I achieved motivated me to keep going, thanks to the constant support of the community. It was incredible to see how collective talent could elevate a project to new heights."
But like any big endeavour, it wasn’t without its challenges.
Overcoming the Challenges
Daniel, our VP of Engineering who volunteered to support some of the sessions, highlighted some key struggles:
Missing Skills: "Many struggled with Git—things like branches, commits, and keeping track of updates were tricky. They’d forget which branch they were on or miss pulling changes before making edits. It was a learning curve, to say the least."
Project Management: "Managing communication, reviewing code, and handling production tasks on top of development was overwhelming for those without much experience in team workflows."
But for every challenge, there was growth. As Daniel noted:"
"What excites me is how effective the 'learn-by-doing' approach turned out to be. Even when it was frustrating, learners progressed—from submitting incomplete contributions to delivering polished solutions. They got firsthand experience in real-world teamwork, like resolving disagreements between teams. That kind of growth is invaluable."
Looking Ahead
The lessons learned from this project are shaping how we approach the next iteration. To make things even smoother for future participants, we’re focusing on:
Simpler Game Designs to reduce complexity while still allowing creative freedom.
Pre-Program Assessments to ensure everyone has a shared starting point.
Smaller Teams to make collaboration easier and more effective.
These changes aim to build an even more inclusive and empowering experience for the next group of learners.
Let’s Build, Learn, and Create Together
At Endless OS Foundation, we believe in the power of inclusion and collaboration. Whether you’re a teacher, a developer, or someone passionate about making a difference, you can be part of this journey.
As Ysamar said:
"These experiences solidified my professional path and fuelled my passion for making games that teach and inspire. I’m excited to see where this journey takes me next."
Partner with us to bring impactful programs to life. Let’s build, learn, and create together. Reach out to us here: https://www.endlessos.org/contact-us