Fastmax retweeted
すごい時代になってきてるw
モーションを生成できるNVIDIAのMotionBricksを、ブラウザのWebGPUで動かしてみた。
矢印キーの操作に合わせて、その場で動きを生成してます。
同じ動きのループじゃないので、妙に生々しい。
#MotionBricks #VRM
Fastmax retweeted
Wishlist Card Shop: Tidy Up the Trading Cards! on Steam 👇
store.steampowered.com/app/3…
#cozygames #indiegame #indiedev #gamedev #WishlistWednesday
Fastmax retweeted
This developer didn't want to hide the fact that he uses AI👏
data show he did make $200k!
Fastmax retweeted
it's OVER!
I never had SO much fun during a game jam
usually you get stressed, hit last-minute bugs, and the result looks like slop
with agents I could spend all my time iterating on art style, gameplay, and content
it's wild what you can do in a weekend now
@threejs #ldjam
Fastmax retweeted
I’m adding a truck-heist mission to Chase Fever inspired by the final truck chase in The Fast and the Furious. The objective is to stop a transporter and steal the sports cars it carries. I used both Astra and Opus: Astra handled the Blender while Opus handled the coding, VFX, and sound effects.
Fastmax retweeted
400k graveyard keepers!
Over 400 000 copies of Graveyard Keeper 2 have now been sold 🎉 AND 84% positive reviews, too?!
Read our little thank you note here: store.steampowered.com/news/…
I built a local fishing game with Claude Opus 5.5 and Unity 6 and the whole thing comes down to one rule.
Never ask for "A fishing game".
Ask for one piece at a time.
What came out: a beach, a pier, a day/night cycle, fishing controls that feel like fishing.
The order:
Step 1 -> Unity 6 project on the URP template, Unity's plugin installed in Claude Code.
Step 2 -> Greybox the level: simple shapes and a camera, zero art.
Step 3 -> The core mechanic in a single prompt, then play it until it feels right.
Step 4 -> Models from Tripo, cleaned by Opus in Blender, imported as FBX.
Step 5 -> Light, water, effects and sound at the very end.
Step 6 -> Opus runs an autopilot playtest and writes the bug list before touching any of them.
The split:
> Unity 6: the world, physics, UI.
> Tripo + Blender: every model.
> Opus 5.5: scripts, scene setup, cleanup, tests.
> Me: play it and decide what stays.
Commit after every step that works.
A bad prompt then costs seconds instead of an evening.
Game studios are cooked.
I'm building a cozy farm game alone with Opus 5.5 and Unity 6, and the whole method is one idea: treat every prompt as a department.
The build order:
Step 1 -> Claude Code hooks into Unity 6 and Blender through MCP.
Step 2 -> A one-page doc is the entire design: plant > water > harvest > sell, across four seasons.
Step 3 -> Tripo generates the full model set: farmer, barn, windmill, crops.
Step 4 -> Opus cleans the meshes in Blender and lays out the island in Unity.
Step 5 -> Each system gets its own prompt: planting, growth timers, market, coins.
Step 6 -> Opus runs an autopilot playtest and writes the bug list before it touches any of them.
The split:
> Tripo: every model.
> Unity 6: world, physics, UI.
> Opus 5.5: scripts, scene setup, playtests.
> Me: play it and report what feels wrong.
One rule keeps it from collapsing: one system, play it, then the next one.
What should I build next?
Fastmax retweeted
Week 6 of building a cozy game with AI and zero game dev experience
The workflow has evolved into a small AI game studio.
Opus 5.5 is the main orchestrator. It plans the game, coordinates other Opus and Sonnet agents, works in Blender and builds everything in Unity 6.
The asset pipeline looks like this:
> Opus 5.5 writes the prompts
> Gemini creates 2D references
> Meshy turns them into 3D assets
> Claude cleans them up, reduces poly count and rigs them in Blender
There’s even a custom test suite with thousands of automated tests that play the game and catch problems.
Six weeks ago, there was zero game dev experience.
Now there’s an entire AI-assisted pipeline for building, testing and iterating on a real game.
nitter.gq/hakimieiqbal/status/21…
Week 3 of building a cozy game with zero game dev experience
The character can finally do more than just walk
Instead of a normal running animation, it now curls into a squishy ball and rolls around the world
Roll into the lake and it even floats
A bouncier jump and a “melting” sit animation are also being built and polished
Three weeks in, and the interesting part is how quickly the project is moving past basic functionality into the tiny interactions that actually give a game personality.
Fastmax retweeted
bro how did we go from that clean look in trailer 1 to this much bloom 😭 WHY DOES EVERYTHING LOOK SO HAZY NOW
GTA 6 Old Trailer Latest Trailer
Fastmax retweeted
Steam page is in review.
Can't wait.
Upcoming news:
teaser trailer
steam page
website
discord community
me going back to code
































