Opus 5.5 ran overnight while I slept.
27 AI agents. One brief.
10:56 PM → 4:31 AM CT (5.5h)
199 3D models · 286 sounds · 3,120 model calls
$253 total · $0.52 per asset
Raw output. No human cleanup.
Overnight asset factory — same energy as overnight software factories, but the folder filled with meshes and SFX.
Cut in @diffusionhq
While Opus 5.5 is highly efficient, it is definitely possible to hit your weekly limit in less than 48hrs. Time to start stacking 20x Max Plans before they increase prices
Opus 5.5 ran overnight while I slept.
27 AI agents. One brief.
10:56 PM → 4:31 AM CT (5.5h)
199 3D models · 286 sounds · 3,120 model calls
$253 total · $0.52 per asset
Raw output. No human cleanup.
Overnight asset factory — same energy as overnight software factories, but the folder filled with meshes and SFX.
Cut in @diffusionhq
Deliverables:
• 199 3D models (crew, enemies, weapons, props, environments)
• 286 sounds
• Style held: PS1 / low-poly across the pile
• Model: Claude Opus 5.5
• 27 agents on one shared brief
$24.84 of Opus 5.5 tokens. 8 PS1-style weapons. 6,324 triangles, zero modelled by hand.
Every mesh is Python. Every texture is a local AI photo crushed to 15-bit. Even this video was cut by an agent in @diffusionhq.
Full cost breakdown below.
The Prompt:
v1: create ps1 era grpahics, start by modeling a character. like mgs sort of graphics or that game beta decay in terms of the shape and feel. model someone in hte open domain, a character. like james bond or something like that.
and then model a video game prop gun for that character.
rig the character,
attach gun,
idle anim
you are orchestrator, spawn subagents to accomplish this.
everything else is your decision. show me result when done
2nd prompt: good, you did a good job. now create an arsenal of first person weapons in this style that can be used for a vr game. go