Building games in public with three AI systems: Claude Code writes the code, Codex reviews it, ChatGPT paints the art.

Birmingham, AL
Joined July 2012
An enemy slips past you, and one of the villagers behind you is gone. That's The Unbroken Line, the game I'm building in public with three AI systems: Claude Code writes the code, Codex reviews it, ChatGPT paints the art. I design it and sign off each Friday's build.
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Stand in a fallen stalk's path on my game's Woodcutters' Road, and it will push you all the way back to your line. From Friday, the bamboo lies on a moving road, so it comes down the field at you. On foot, you can't cross it. When do you jump?
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Until now, fallen bamboo in my game only ever hurt you. Field Guide, No. 10: falling bamboo, then and now. On Friday's Woodcutters' Road, it's a wall that stuns any fighter it lands on or you knock into it. What would you knock into it first?
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A crack in the bamboo. A shadow falls across half the road. A moment later, so does the bamboo. That's my game's Woodcutters' Road, from Friday. Leap the fallen stalk, or run round its open end. In your way, or theirs?
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Trey Robbins retweeted
Opus 5.5 is actually insane for building pixel-art indie games Stop using Midjourney for game assets, it has zero resolution awareness and instantly ruins your grid Here is the exact developer pipeline: → sketch your initial concept and pull visual references from Pinterest → ask Opus to write custom Python scripts that draw pixel-perfect art programmatically → clean up the output manually in GNU Image Manipulation or Photoshop → supply real-world motion references (like how natural creature movement works) to build a custom animation rig The real game dev workflow isn't prompt-guessing It’s a continuous loop: sketch → Opus code generation → reference correction → manual polish Precise pixels. Total programmatic control.
here’s how to solo dev polished indie games with claude opus 5.5... opus handles game logic, combat mechanics, and complex frame-by-frame animations better than any model before it the trick is structuring your codebase for rapid iteration, but there’s a smart way to set it up: - step 1: define your core game loop, state management, and combat hitboxes directly in Claude - step 2: map out character states and sprite animation frames (like sword dashes, slash arcs, and hit reactions) - step 3: script complex particle effects and crystal-shatter death animations entirely through code - step 4: let the model handle smooth animation timing and rig transitions without manual keyframe dragging - step 5: iterate rapidly on the standard $20 plan without needing a dedicated art or animation team what used to take an experienced studio team months of manual work can now be prototyped and shipped by a solo dev in weeks save this before your next game jam project ↓
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Trey Robbins retweeted
用 AI 开发游戏的朋友可以收藏一下。 GitHub 上一个开源项目,整理了 74 个游戏开发 Skill,支持 Unity、Godot、Unreal 等引擎。 涵盖美术制作、角色动画、性能优化、Steam 上架等,还能自动匹配对应的 Skill。 Claude Code、Codex 都能用。 github.com/gamedev-skills/aw…
又找到一个做游戏的开源项目 这个开源项目提供了 74 个游戏开发 Skills,角色移动、关卡设计、存档、打击感都有 而且支持 Godot、Unity、Unreal、Phaser、PixiJS、three.js、Bevy、pygame、LÖVE 和 Roblox 等多平台 武器到手,这下高低得做个游戏试试了 github.com/gamedev-skills/aw…
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Three hunters call for help just below the mist. Their countdown has already started. Field Guide, No. 9: trapped hunters. Stand beside them for two seconds and all three join you, loosing a volley as they go free. How far would you leave your line?
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The mist you'll fight in on Friday is drawn in code, a stand-in. This is the painted mist that replaces it, in a later build. New build every Friday. Build 3 available today! treyrobbinsiswrites.substack…
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Hunters trapped up the road. An archer about to shoot from the bamboo. Raiders running at your line. Where do you go first? That's eight seconds of Friday's Hunters' Trail. Nobody's playing, so nobody chooses. Tell me your order.
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Out today: build 3 of The Unbroken Line. You're a ninja, and every enemy that gets through your line takes a villager. The Hunters' Trail now has mist, archers hidden in the bamboo, and trapped hunters to free. How to play it: treyrobbinsiswrites.substack…
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Trey Robbins retweeted
1 month in and I still haven't left the Claude terminal. All made with opus 5.5 and @threejs The gaming industry is changing. Whether you like it or not.
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What did OpenAI just feed GPT SOL 6.1?? asked it to build a 3D axe from scratch using Blender MCP - 7 minutes total - 1% of weekly quota since when is GPT SOL 6.1 this good at 3D?
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Friday's Hunters' Trail adds mist, hidden archers and trapped hunters. A bot that only runs at the enemy nearest your line still won it 15 of 15. The one-move bot, build 3: 58 wins in 60. It can't tell me if the trail is fun. You can. What would you throw at it?
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Once you've seen an enemy in my game's mist, it stays seen. The first draft broke that: a strike could knock an enemy back out of sight. My AI reviewer, Codex, caught it before it merged. Claude Code fixed it, with two tests. How it's built, every Friday: link below.
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My game's mist keeps one promise: you see every enemy at least two seconds before it can reach your line. Field Guide, No. 8: the mist. Inside it, enemies are dark shapes, and shuriken fly only at what you can see. Wait, or go in?
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"The forest's hunters are cut off on the old trail." From Friday, that's where you win them. Clear the Hunters' Trail and they join your refuge: their arrow volley, and a watchtower to build. Your first win brings home the village's families. New build every Friday.
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Trey Robbins retweeted
here’s how to build a japanese canal boat game with claude opus 5.5 + unity 6 + blender.. the trick is one system per prompt, smart way to set it up: - step 1: create a unity 6 urp project and connect opus 5.5 through unity’s plugin and blender mcp - step 2: greybox the canal: water channel, stone walls, 2 bridges, docks - step 3: boat physics: throttle, steering, wake trails, speed in knots on the hud - step 4: opus models the props in blender: the covered boat, houses, the vermilion bridge, the pagoda, lanterns - step 5: water shader + day/night cycle + rain, with lanterns that switch on at dusk - step 6: a compass on top and 9 landmarks that unlock on the map (“water gate, 3 of 9”) - step 7: docking lessons: “come alongside the temple steps below 2 kn and press e” - step 8: opus playtests in play mode, reads the console and lists bugs before fixing who does what: > blender: every model > unity 6: the water, the light, the weather, the ui > opus 5.5: boat physics, quests, scene setup, tests > you: steer it and say what feels off i like to test every feature at night in the rain. if it still looks good there, it’ll look good everywhere.
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Trey Robbins retweeted
Claude Code ile 3D oyun yapmak istiyorsan burada hazine var GitHub’da bedavaya duran 10 repo var. Bunlar işini ciddi şekilde kısaltıyor: Gamedev Agent Skills: ajanına 74 oyun geliştirme becerisi yüklüyor, router hangi motorda çalıştığını kendi anlayıp ilgili beceriyi açıyor. Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Claude Code, Cursor, Codex, Copilot, Gemini CLI’da çalışıyor github.com/gamedev-skills/aw… MCP Unity: ajanı doğrudan Unity Editor’e bağlıyor. Sahne kur, nesne değiştir, materyal ata, test koştur, konsol hatasını oku. Hepsi prompt ile github.com/CoderGamester/mcp… Godot MCP: aynısının Godot tarafı. Sahne oluşturma, node ekleme, projeyi çalıştırma, debug çıktısını okuma github.com/Coding-Solo/godot… TripoSR: tek görselden 3D model. Prop prototiplemek için, nihai asset için değil github.com/VAST-AI-Research/… Drei: React Three Fiber’ın hazır parçaları. Kamera kontrolü, ortam, gökyüzü, gölge, model yükleme github.com/pmndrs/drei React Three Rapier: fizik motorunu kendin yazmadan rigid body, çarpışma, eklem github.com/pmndrs/react-thre… Yuka: NPC davranışı. Yön bulma, yol bulma, algı, durum makinesi github.com/Mugen87/yuka Three.quarks: three.js için partikül. Kıvılcım, duman, sihirli iz. Görsel editörü de var github.com/Alchemist0823/thr… React Postprocessing: sahneye bloom, alan derinliği, grain, vignette. Oyunun “ucuz” görünmesini bitiren katman github.com/pmndrs/react-post… Colyseus: çok oyunculu. Oda, eşleştirme, yeniden bağlanma, sunucu ile oyuncu arasında otomatik durum senkronu github.com/colyseus/colyseus
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Trey Robbins retweeted
GitHub is a GOLDMINE for AI game developers. I picked 10 powerful open-source repos that make building 3D games with Claude Code and Codex ridiculously easier. Save these before your next project: 1. Gamedev Agent Skills Give Claude Code and Codex reusable game-development skills for engines including Godot, Unity, Unreal, and Three.js. github.com/gamedev-skills/aw… 2. MCP Unity Connect your coding agent to Unity. Create scenes, modify objects, assign materials, run tests, and read console errors through prompts. github.com/CoderGamester/mcp… 3. Godot MCP Let your AI assistant create scenes, add nodes, run Godot projects, and inspect debug output while building your game. github.com/Coding-Solo/godot… 4. TripoSR Turn a single image into a 3D model. Useful for prototyping props and exploring assets before refining them for your game. github.com/VAST-AI-Research/… 5. Drei Ready-made helpers for React Three Fiber: camera controls, environments, skies, shadows, and model loading for browser-based 3D games. github.com/pmndrs/drei 6. React Three Rapier Add physics to React Three Fiber games, including rigid bodies, collision detection, and joints, without writing a physics engine yourself. github.com/pmndrs/react-thre… 7. Yuka Build NPC behavior with steering, pathfinding, perception, and state-driven decisions. Give your characters more to do than stand around. github.com/Mugen87/yuka 8. Three.quarks Build particle effects for Three.js games, from sparks and smoke to magical trails. Includes a visual editor for designing effects. github.com/Alchemist0823/thr… 9. React Postprocessing Give React Three Fiber scenes a visual upgrade with bloom, depth of field, noise, and vignette effects. github.com/pmndrs/react-post… 10. Colyseus Build multiplayer features with rooms, matchmaking, reconnections, and automatic game-state synchronization between your server and players. github.com/colyseus/colyseus Which one are you using in your next game?
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A glint in the bamboo at the road's edge. A bowstring creaks. One second later, the first arrow. Field Guide, No. 7: hidden archers, from Friday. In cover you can't see or hit them. Then they shoot until you cut them down. Go after it, or hold the line?
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Same mission, same eight seconds. Left: last week's build. Right: Friday's. From Friday, my game's Hunters' Trail hides things: enemies in mist, archers in the bamboo. And hunters are trapped up the road. What do you go for first?
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