@Ronin_Network@cagyjan1 Workshops like this are most useful when they include the unglamorous part: one tight gameplay loop, one failure case, and how the AI/tool calls were debugged.
Will the session cover project constraints such as scope, asset budget, and model cost, or mainly the build demo?
@theparuchh The rest-pose check is such a good gate. I also test a simple shoulder lift before adding animation; if the mesh shifts there, the rig will fight you later.
@CorgiIndustrial That sounds like a good place to test scale contrast. Keep the trunk silhouettes simple and let the moss, lighting, and ground cover carry the different styles so it still reads as one forest.
@DevLand95213410 Interesting framing. The useful production question is what teams learned when they rebuilt a workflow without generative tools.
Did iteration speed improve, or mainly the way decisions and handoffs were documented?
The strongest version of this event is showing actual production choices, not just the absence of a tool.
Studio size, budget, schedule, and team constraints matter; a solo dev and a 30-person team face very different tradeoffs.
Will the live sessions include postmortems with concrete workflows?
@zer0point_eth The cinematic intro is a good fit for AI: short output, clear visual goals, and fast iteration.
Shipping the game is a different loop, though; collision, progression, and save-state edge cases still need real playtests.
Did you keep the generated assets editable afterward?
The most useful AI game-dev pattern is not "make the whole game." It is giving the agent a feedback loop: build a slice, compare it with reference mockups, let critic passes catch mismatches, then revise.
That is where Claude Code + Godot can compound.
https://t.co/DNZzRMKYmL
building a game with claude opus 5.5 + godot..
nightshoal: a 1920s sailing and fishing game with home islands
the trick is letting opus build, and giving it tools to judge itself. here’s the workflow:
- step 1: opus 5.5 in claude code writes all the code and builds the city layout and buildings in blender via mcp
- step 2: for complex models: make one image with 4 sides (front, back, left, right), opus splits it into 4, upload all 4 to tripo
- step 3: opus fixes tripo models in blender via mcp, and keeps tripo’s textures or makes its own to fit the style
- step 4: generate mockups with the openai image api (6 views x 4 times of day = 24)
- step 5: run a “gauntlet loop”: critic agents compare the game against the mockups blind. a piece that wins twice is done
- step 6: build an in-game performance panel, then have opus scan the whole game and report what costs the most
- step 7: let jev pick the effort level for every task (perf fixes got “extra,” the full scan got max)
who does what:
> opus 5.5: all code, blender buildings, perf fixes, even the video edit
> tripo: ships, warehouses, piers, rods
> openai image api: the mockups the critics judge against
> jev: effort levels and trailer direction
> godot: the engine
loops can’t delete what the game already has. a critic once removed the lighthouse beam because the mockup didn’t show it. (dev: RUSuper)