A challenge drawing for older students. Structure first, detail last. Good practice for line control, proportion and slowing down.
Before you start: a pencil, an eraser, a sheet of paper and something to colour with.
Draw lightly at first. Dark lines come at the end, once the shapes look right.
Step-by-step: how to draw an arcade machine
Step 1. Cabinet silhouette
Draw the cabinet outline.
Step 2. Marquee box
Add the top marquee.
Step 3. Screen
Draw the game screen.
Step 4. Control deck
Add the angled control deck.
Step 5. Joystick
Add the joystick.
Step 6. Buttons
Draw the action buttons.
Step 7. Coin door
Add the coin door and slot.
Step 8. Side panel
Draw the big side panel shape.
Step 9. Side art
Add a zig-zag side art line.
Step 10. Speaker holes
Add speaker holes.
Step 11. Power cable
Add the power cable and plug.
Step 12. Stool
Add a little arcade stool.
Step 13. Floor grid
Add a retro floor grid.
Step 14. Pixel icon
Add a tiny pixel alien icon.
Step 15. Create
Make the arcade cabinet yours.
The pink line is the new part in each step.
Make it theirs
- Add a background that tells a story. Where is it?
- Give it a name and write it underneath.
- Try it again tomorrow from memory.
- Colour last. There is no wrong colour for an arcade machine.
Teaching it with the projector
The projector version draws each step slowly on the board, pauses while students copy it, then checks in before the next step. Nobody has to talk, so you are free to walk around and help.
Quick Fix: 10 steps, about 6 minutes. Good for a brain break or the last few minutes before recess. Full Focus: all 15 steps, about 8 minutes, with the extra detail.
Open Retro Arcade Cabinet on the projector → It works on any classroom screen. No accounts, no student names, no ads.
Curriculum connections
Visual arts: the elements of design (line, shape, space and proportion) and creating art for a purpose. Language: listening to and following multi-step directions. Directed drawing also builds fine motor control and focus.