Learning Goals 3 min
By the end of this lesson you will be able to:
- Add backdrops to a project from the Backdrop library.
- Explain how a backdrop differs from a sprite.
- Hold several backdrops in one project ready to switch between.
Warm-Up 7 min
New arc, new project. Everything you have built so far has happened against a plain white rectangle, or whatever backdrop happened to be there. Today the background stops being an afterthought.
Quick-fire puzzle
Faiz added a beach picture to his project. Then he tried to make it move with a motion block, and nothing happened. Why not?
when flag clicked
move (50) steps
Reveal the answer
Backdrops cannot move. The Stage has no position, no direction and no size — it fills the whole screen and stays there. If you click the Stage in the Sprite list and look at the Blocks Panel, the Motion category is almost empty.
Backdrops are scenery, not actors. That limitation is the main thing to understand about them.
New Concept — the Stage and its wardrobe 15 min
Sprites are the actors; the Stage is the set. Actors walk about, change costume and answer the audience. The set does none of that — it simply defines where the story is happening, and changes only when the scene does.
Backdrops are the Stage’s costumes
You already know how costumes work: a sprite owns several and wears one. Backdrops are exactly the same idea applied to the Stage. It owns several and displays one.
The tab even changes its name to prove it. Select a sprite and it says Costumes; select the Stage and the same tab says Backdrops.
Where the backdrops live
Bottom-right of the editor, just below the Sprite list, there is a second round button showing a small picture. That is the backdrop button, and it fans out the same four options as the sprite one: choose, paint, surprise, upload.
The library is organised by theme — Outdoors, Indoors, Space, Sports, Underwater, Fantasy, Music, Patterns. For a kampung, Outdoors is where you want to be.
A project can hold many, and show one
Adding a backdrop does not replace the one you had. They accumulate, exactly like costumes, and the Stage displays whichever is currently selected. That is what makes a two-scene story possible — which is Lesson 32.
Why it matters
Setting does an enormous amount of storytelling for free. The same cat, the same dialogue, in front of a farm or a spaceship, is two completely different stories — and it cost you nothing but a click.
Worked Example — building the kampung 15 min
We stock the project with the backdrops the whole arc will need, and put the cast in place.
Step 1 — Find the backdrop button
Look at the very bottom-right of the editor. Below the Sprite list there is a narrow panel showing the Stage, with a round button beneath it. Hover over it and the four options fan out.
Step 2 — Add the daytime kampung
Click the magnifying glass and choose Outdoors. Pick Farm. The Stage changes immediately, and your cat is suddenly somewhere rather than nowhere.
Step 3 — Add a sprite that belongs there
From the sprite library, add a Hen and place it to the right of the cat. Nothing about your project has changed technically, and yet it now reads as a place with a story in it.
Step 4 — Add the night backdrop too
Open the backdrop library again and add Stars. The Stage switches to it straight away — which is worth noticing, because you have not lost the farm.
Step 5 — Prove you still have both
Click the Stage in the Sprite list, then the Backdrops tab. Both pictures are listed. Click each in turn and watch the Stage change.
This is the same thing you learned about costumes in Lesson 26, applied to the whole world instead of one character.
Step 6 — Notice what the Stage cannot do
With the Stage still selected, look at the Blocks Panel. Motion is nearly empty. There is no size, no direction, no go-to. Select the cat again and the blocks all come back.
That comparison is the clearest way to understand what a backdrop actually is.
Step 7 — Choose deliberately
Set the Stage back to Farm and look at your cat against it. Is the cat easy to see? Try a couple of other outdoor backdrops and notice how much harder some of them make it.
What changed: your project has a setting, and a second one waiting in the wardrobe for when the story needs it.
Your finished setup
Stage: two backdrops, Farm showing. Sprites: a cat at around x = −120 and a hen at around x = 90. Save it as Day in the Kampung — the whole arc builds on this file.
Try It Yourself — three scene-setting tasks 12 min
Goal: Add a third backdrop from a completely different theme — Space, Underwater, anything. Then put your cat in front of it and look at how strange it is.
Think: setting is doing storytelling work before a single block runs. That is why choosing it deliberately is worth a lesson.
Goal: Find a backdrop your cat is hard to see against, then find one where it stands out clearly. Keep the good one.
Think: this is a real design decision, not a detail. If the audience cannot find your character, nothing else you build matters.
Mini-mission: the same scene, two meanings. Build one short scene — same sprites, same dialogue, same positions — and show it against two different backdrops so it tells two different stories.
It works if: a classmate watches both versions and describes them as two different situations, even though you changed nothing but the backdrop. Keep the scene under 8 blocks.
Think: what kind of line works differently in daylight and in darkness? Choosing dialogue that shifts meaning is most of the work here.
Mini-Challenge — cast the setting 5 min
“Where does your story happen?”
Choose a setting for a story of your own, then pick sprites that genuinely belong in it — and be ready to justify every choice.
It works if:
- Your project holds at least two backdrops.
- Every sprite on the Stage plausibly belongs in that setting.
- Every sprite is clearly visible against the backdrop you have chosen.
- You can say in one sentence what story this setting suggests.
Reveal one worked answer (teacher)
Farm backdrop, a cat and a hen, plus a Stars backdrop held in reserve. The one-sentence story: “A cat spends a day in the kampung and is still there when the stars come out.”
The visibility criterion is the one worth pushing on. Pupils reliably pick busy, beautiful backdrops that swallow their sprites whole, and only notice when asked directly to look.
Recap 2 min
Backdrops are the Stage’s costumes. A project can hold as many as you like and displays one at a time. The Stage itself has no position, size or direction and cannot be clicked — it is scenery, not a character. Choosing the setting well does a surprising amount of storytelling before a single block runs.
- Backdrop
- A picture filling the whole Stage. The Stage’s equivalent of a costume.
- The Stage
- The background layer. Holds backdrops but has no position, size or direction.
- Backdrop library
- Scratch’s built-in collection, opened from the button below the Sprite list.
- Setting
- Where a story happens. Chosen, not accidental.
Homework 1 min
Three settings, one cat. Show how much a backdrop changes a story without changing anything else.
- Put the cat alone on the Stage with no script at all.
- Add three very different backdrops to the project.
- Switch between them by hand in the Backdrops tab and screenshot each.
- Write one sentence per screenshot describing what story it suggests.
Bring back next class:
- Three screenshots and your three sentences.
- Your answer to: “Which of your three backdrops made the cat hardest to see, and what was it about that picture?”
Heads up for next class: SCR-L01-31 teaches switch backdrop to [backdrop1 v], so the world can change while the project is running.