From first 3D worlds to game design

Explore the Coding 3D Worlds curriculum map from Stage 3 to Stage 9 and see how learners progress through carefully sequenced creative projects.

How learners progress

  • Learn through creating
  • Revisit concepts through new projects
  • Personalise, experiment and build confidence
  • Guided projects with room for creativity
The flock xr curriculum.

Stage 3

First steps in 3D world creation

Learners take their first steps into 3D world creation. They build colourful scenes, animate characters, make them talk, and experiment with physics through playful interactive projects.

Along the way, they learn how events and sequences control what happens in a program and begin to understand how code can bring a virtual world to life.

£39.99

Trees in Flock XR

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

Funky tree in Flock XR

3D scene

Design a colourful 3D scene with a sky, map and scenery objects.

Characters dance in Flock XR

Character animation

Bring characters to life when clicked using animations.

A magic money tree in Flock XR.

Magic money tree

Use physics to make coins fall from a tree when clicked. 

A talking character in Flock XR.

Talking characters

Use say blocks to make characters talk when clicked.

A star launching in Flock XR

Star launch

Use physics and forces to launch a star into the sky when clicked. 

What learners learn

  • Sequence - put instructions in the right order
  • Events - make things happen when clicked
  • Physics - apply forces and see objects move
  • Animation - animate characters with built in animations
  • Speech - make characters talk with the say block

English national curriculum links

  • Use sequence in programs
  • Work with various forms of input and output
  • Use logical reasoning to predict the behaviour of simple programs

Stage 4

Animating and repeating worlds

Learners bring their 3D worlds to life through animation, movement and visual effects. They create dancing objects, spinning mystery prizes, lava floors and colourful coin challenges whilst exploring how repetition can be used to make programs run again and again.

As learners experiment with loops, animations and interactions, they begin to understand how programmers create movement, effects and behaviours that continue over time within a digital world.

£39.99

Available September 2026

Floor is lava project in Flock XR

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

Dance sequence in Flock XR

Animation sequence

Create an animation sequence for a character.

Dancing objects in Flock XR

Dancing objects

Watch objects glide up and down like they are dancing. 

Surprise egg in Flock XR

Mystery prize

Reveal a hidden prize using animation and simple interactions.

Floor is lava in Flock XR

Floor is lava

Create a glowing lava floor using loops and materials.

Dropping coins in Flock XR

Coin drop challenge

Drop and collect colourful coins using loops and physics.

What learners learn

  • Sequence - combine actions in a specific order
  • Repetition - use loops to repeat actions automatically
  • Animation - create movement using glide and rotate animations
  • Events - trigger actions when objects are clicked
  • Materials & Effects - create visual effects using materials and loops

English national curriculum links

  • Use repetition in programs
  • Work with various forms of input and output
  • Use logical reasoning to predict the behaviour of simple programs

Stage 5

Creating interactive experiences

Learners develop their understanding of sequence, repetition and selection through creating a range of interactive 3D projects. They customise characters, build games and experiment with visual effects whilst learning how programs can respond to user input.

The focus shifts from simply making things happen to designing experiences that players can interact with, test and improve.

£39.99

Balls dropping from the sky in flock xr

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

Special effects alien in Flock XR.

Special effects sequence

Create special effects for an animating character.

Shape chaos in Flock XR.

Shape chaos

Create an explosion of shapes on the screen. It is so fun to watch!

Character customiser in Flock XR

Character customiser

Change a character's appearance using buttons and conditions.

Balls in Flock XR

Sphere drop

Drop spheres from the sky using forces and selection.

Cube platformer in Flock XR.

Cube platformer

Design and balance a simple platform game challenge.

What learners learn

  • Sequence - put instructions in the correct order
  • Repetition - use loops to repeat actions efficiently
  • Selection - make programs respond to different conditions
  • Physics & forces - apply forces to create movement and effects
  • Testing & debugging - find and fix problems in programs

English national curriculum links

  • Design, write and debug programs that accomplish specific goals
  • Use sequence, selection and repetition in programs
  • Work with various forms of input and output
  • Use logical reasoning to explain how algorithms work

Stage 6

Variables and game systems

Learners discover how variables can be used to make games and experiences respond to player actions. They create cutscenes, vehicle challenges and tycoon-style games whilst learning how data can be used to control behaviour, upgrades and progression.

For the first time, learners begin building game systems that evolve over time, creating experiences that feel more dynamic and responsive.

£39.99

Available September 2026

A cube path game in Flock XR

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

A cutscene project in Flock XR.

Cutscene creator

Create cutscenes to three characters as they share a message.

A shape push project in Flock XR.

Shape push challenge

Guide a shape through a course using paths and obstacles.

A vehicle collect game in Flock XR.

Vehicle collect game

Drive a vehicle to collect items around a 3D world.

A speed boost racer in Flock XR.

Speed boost racer

Use variables to create a speed boost for a vehicle.

A tycoon builder game in Flock XR.

Tycoon builder

Build a game where upgrades unlock progress over time.

What learners learn

  • Variables - store and update information within a game
  • Game systems - create mechanics that respond to player actions
  • Camera control - use cameras to create cutscenes & player views
  • Vehicle mechanics - control vehicles and collect items in 3D worlds
  • Upgrades & progression - use counters to unlock upgrades

English national curriculum links

  • Design, write and debug programs that accomplish specific goals
  • Use sequence, selection and repetition in programs
  • Use variables to store and manipulate data
  • Use logical reasoning to detect and correct errors in programs

Stage 7

Games and immersive experiences

Designed as a bridge between primary and secondary computing, this stage revisits key programming concepts before applying them to increasingly sophisticated games and interactive experiences.

Learners explore movement, collisions, quests and visual effects whilst creating projects inspired by modern games, building worlds that players can explore, interact with and influence.

£39.99

Immersive world made in Flock XR

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

Animated character in Flock XR

Animated character

Create an animated character that talks and performs a sequence.

Ambient scene in Flock XR

Ambient scene

Build a relaxing 3D environment with lighting and effects.

Character controller in Flock XR.

Character controller

Control a character using physics, forces and controller input.

Black and white world in Flock XR

Colour restoration quest

Explore an island and bring colour back through interaction.

Side quest in Flock XR

Side quest adventure

Complete a quest by collecting items and unlocking new dialogue.

What learners learn

  • Character movement - control characters in a 3D world
  • Collisions - trigger events when objects touch
  • Quest systems - create objectives and rewards for players
  • Visual effects - enhance worlds with particles, glow and animation
  • Variables - track progress and player actions

English national curriculum links

  • Design, use and evaluate computational abstractions
  • Use programming constructs including sequence, selection, repetition and variables
  • Use logical reasoning to analyse and debug programs

Stage 8

Advanced game mechanics

Learners create a series of quest-based games that introduce them to common game mechanics found in modern games. They explore collectables, objectives and challenges whilst developing a deeper understanding of Boolean logic, lists and functions.

These new programming tools allow learners to create richer gameplay experiences and prepare them for designing their own games.

£39.99

Collectable game in Flock XR.

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

Gliding collectable in Flock XR.

Gliding collectables

Return a lost item home using animations and conditions.

Cosy collectable in Flock Xr.

Cosy collectables

Collect items in a personalised world and track progress.

Key quest in Flock XR.

Falling gem quest

Unlock a hidden reward by solving a simple quest.

Treasure hunt in Flock XR

Treasure hunt

Search for treasure and store collectables in a list.

Treasure hunt in Flock XR.

Refactored treasure hunt

Improve a game using functions and reusable code.

What learners learn

  • Conditions - control when events and actions take place
  • Counter variables - track scores, progress and collectables
  • Boolean logic - check whether multiple conditions are true
  • Lists - store and manage collections of items
  • Functions - reuse code and make programs easier to maintain

English national curriculum links

  • Design, use and evaluate computational abstractions
  • Use programming constructs including sequence, selection, repetition and variables
  • Understand simple Boolean logic
  • Use logical reasoning to analyse and debug programs
  • Make appropriate use of data structures
  • Design and develop modular programs that use procedures or functions

Stage 9

Think like a game designer

Learners step into a range of professional game development roles and focus on improving the player experience. They refine gameplay, design levels, create visual effects and explore how small changes can dramatically affect the way a game feels to play.

Rather than learning new programming concepts, learners apply everything they have learned so far to transform prototype games into memorable experiences.

£39.99

An obby game made in flock xr

Projects with purpose

Each project has been carefully designed to introduce new tools, programming concepts and creative techniques.

A level designed in flock xr

Level designer

Design an environment that guides players towards objectives.

A collectable game in Flock XR

Visual effects artist

Enhance a treasure hunt game with effects and camera angles.

The class cone in a Flock XR project.

Game feel designer

Improve how a game feels through emotion and feedback.

A coin collect game made in Flock XR

Gameplay designer

Refine obstacles and mechanics to improve gameplay.

An obby game made with flock xr

Competitive gameplay designer

Balance difficulty, rankings and rewards in a challenge.

What learners learn

  • Level design - create environments that guide and challenge players
  • Visual effects - use effects and cameras to enhance experiences
  • Game feel - shape how a game feels through feedback and emotion
  • Gameplay design - refine mechanics to make games fun and rewarding
  • Iteration & testing - improve games through feedback and playtesting

English national curriculum links

  • Design, use and evaluate computational abstractions
  • Undertake creative projects that involve selecting, using and combining multiple technologies
  • Use logical reasoning to analyse and debug programs