
Hakimi Eiqbal
@hakimieiqbal • 2,634 subscribers
Turning AI & Tech into real business results • Practical insights, tested tools, and workflows you can use today
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Opus 5.5 built this HD-2D game without using a single imported art asset The visual direction is heavily inspired by Octopath Traveler: pixel-art characters inside a 3D world with tilt-shift blur, bloom and dynamic lighting. But the interesting part is how it was made. Everything visual was created with Opus 5.5 in code. The pixel art is generated in code. The 3D models are generated in code. No external art assets were imported. The only major piece coming from another AI tool is the soundtrack, which was made with Suno. It’s still a very early alpha, with the battle system currently in development, but it’s a great example of how far code-generated game art can already go.
Hakimi Eiqbal125,934 просмотров • 1 месяц назад

Opus 5.5 can now turn a single character image into a playable 8-direction RPG character through MCP. AutoSprite has been in development for almost a year, and the workflow is getting pretty interesting for AI game dev. Give it one character and it can generate: > 8-direction isometric sprites > idle, walk and run animations > attacks + spells > custom animations > equipment across different directions > front + side views for consistency There's even Motion Control. You can film yourself performing an action and transfer that movement onto your sprite character. But the most interesting part is the MCP integration. Claude Code and Codex can connect directly to AutoSprite, generate the assets they need and then use those assets while building the game. The HD-2D demo shown here combines AutoSprite-generated spritesheets with Three.js particle effects built using Opus 5.5. So the workflow is getting pretty close to: one character image → Opus 5.5 → complete animated character → playable game Character consistency across 8 directions has always been one of the annoying parts of AI-generated game assets. Automating that entire pipeline directly from the coding agent is much more interesting than generating individual sprites.
Hakimi Eiqbal26,061 просмотров • 8 дней назад

GPT-6 Astra helped build this mobile driving game in just 3 days with zero previous 3D experience. The workflow: > GPT-6 Astra connected to Godot > ChatGPT generated 4 views of the car > Hyper3D Rodin Gen-2.5 turned them into a 3D model > Smart Low Poly reduced it to ~2–3K triangles > wheels were separated from the body > Astra helped implement driving + wheel animations in Godot The first rough map and desert atmosphere were already running on day one. About 3 hours of iteration later, the car was driveable and the basic gameplay loop was working. Still very early, but this is exactly why AI game dev is getting interesting. You don't necessarily need to know how to model, rig and code everything before you can start building the game.
Hakimi Eiqbal32,718 просмотров • 13 дней назад

Day 12 of building a cozy game with zero game dev experience Around 80 hours in, it now has a complete story, 27 characters with their own backstories and secrets, and 6 planned biomes with 4 already built. Most of the recent work went into quests, dialogue and connecting every character through one larger mystery. Claude is still writing all the dialogue and helping build the game. There’s even a web/mobile build available now for playtesting. 12 days ago this started with no game dev experience. Now it’s becoming an actual world with characters, systems and a full story.
Hakimi Eiqbal60,862 просмотров • 1 месяц назад

4 weeks ago, this AI-built fishing game barely existed Now it has a fully 3D harbor, dynamic water, day/night cycles, custom UI and an increasingly polished world Built mostly with Claude Code + Godot 3D models made through Blender MCP and Tripo 3D Images generated with ChatGPT Total cost so far: ~$300 One person + AI is slowly turning this into an actual game
Hakimi Eiqbal78,887 просмотров • 2 месяцев назад

Claude Code is helping build a cyberpunk pixel-art game where even the environments are generated through code. City of Animals mixes Monkey Island-style adventure with fast combat inspired by Huntdown and Replaced. The workflow is pretty interesting: > Unity + C# for the game > Claude Code writes most of the code > characters and bosses are drawn by hand > PixelLab creates animation drafts > Aseprite is used for frame-by-frame cleanup > Claude writes Python scripts that draw most backgrounds and props Claude is also kept on track between sessions using a `CLAUDE.md` file for rules and a `STATUS.md` file for the current to-do list. Around 785 commits after just a month of development.
Hakimi Eiqbal14,844 просмотров • 14 дней назад

This is what one full weekly Opus 5.5 limit looks like when you give it Blender MCP + Unity 6 Every 3D model and animation in this game was created with Opus 5.5 through Blender MCP, then brought into Unity 6 to build the playable world. The result is a colorful 3D environment filled with: > boats and docks > animated characters > underwater scenery > custom 3D assets > a complete explorable environment One weekly Opus limit turned into essentially an entire game's worth of 3D assets and animations. A playable demo is coming soon.
Hakimi Eiqbal26,755 просмотров • 1 месяц назад

Opus 5.5 is building a cozy island game one hex at a time The entire game has been built through dozens of prompts with Opus 5.5. You start as a single castaway on a tiny island and gradually expand it by placing new hex tiles, gathering resources and completing objectives. Reach the lighthouse and another castaway joins the island. The basic world and gameplay loop are already working. Next comes the economy, followed by more terrain types, objectives and changing weather. It’s still early, but this already looks surprisingly close to the kind of polished indie game I’d expect to find on Steam.
Hakimi Eiqbal22,139 просмотров • 26 дней назад

Week 9 of building a fishing game almost entirely with AI The AI workflow has changed again since Opus 5.5 arrived. Opus now handles most of the coding and even sound design. With access to ElevenLabs, it generates sounds and places them directly into the game, followed by manual adjustments where needed. Astra is mostly used for all-in-one visual tasks like generating textures and integrating them into the game. TripoAI generates the new 3D characters, while Blender MCP handles model fixes. The project itself now has 30+ fish in the first zone, redesigned characters, textured harbours, updated UI and a new moral dilemma system. The agent setup is probably the most interesting part: separate Claude sessions handle fishing, shaders, sound and other systems, while one Manager session coordinates all of them. The agents are basically running 24/7 at this point. Week 9, and the project is now going through Steam verification with a public demo planned in the next few weeks.
Hakimi Eiqbal29,876 просмотров • 1 месяц назад

This is what $1,874 of Opus 5.5 tokens looks like in an interactive 3D world The entire island was built with surprisingly little technical direction. Most prompts were closer to: > “add X and Y” > “this looks weird, make it better” Yet the finished world includes birds flying and diving into the ocean, crabs burrowing into the shore, fish swimming around a whale, wind-reactive cloth and signs, and dynamic nighttime lighting. The whole scene reportedly stays above 60 FPS at 1440p. The cost is the wild part: ~$1,874 in Opus 5.5 tokens, with around 2 hours of API usage across multiple subagents. There are still bugs, texture issues and visual artifacts. But as a stress test of how far natural-language direction can take interactive 3D world building, this is pretty ridiculous.
Hakimi Eiqbal28,865 просмотров • 1 месяц назад

5 weeks ago, this fishing game didn’t exist. Now it has a full 3D world, dynamic water, day/night cycles, fishing mechanics, rarity systems, custom UI and even its own in-game editors. Almost everything is being built with AI. Claude handles most of the game, Claude + Blender MCP handles 3D work, and ChatGPT helps with image generation. The interesting part is that the workflow is changing too. Instead of asking AI 20 times to move a lighthouse or UI element into the right position, he had Claude build custom editors so he can tweak and save everything manually. Week 5 of seeing how far one person can push AI game development.
Hakimi Eiqbal43,159 просмотров • 2 месяцев назад

A programmer with 30+ years of experience stopped writing most of his code For the past 32 days, he’s been building Brutal Derby for 10–12 hours a day using mostly GPT. Instead of coding, he spends his time designing systems, testing, profiling performance and telling the AI what needs to change. The result already has: > 24 cars running at once > real-time vehicle deformation > destructible parts and debris > dynamic weather > weapons and explosions > multiple arenas + customization And this definitely isn’t a one-shot project. Some systems went through 4–5 complete implementations, and the creator describes the whole game as more like “1000+ shot.” I think this is a much better example of where AI coding is heading. Developers won’t stop working. They’ll spend less time typing code and more time deciding what should actually be built.
Hakimi Eiqbal34,882 просмотров • 2 месяцев назад

Week 7 of building a fishing game entirely with AI At this point, it basically runs like a small AI game studio. Fable 5.1 acts as the manager, coordinating separate AI sessions for fishing, sound design and other systems. Opus handles harder logic, while Astra + Tripo3D handle most of the visual and 3D work. This week brought a completely rebuilt ocean, dynamic weather and lightning, dolphins, whales, new environments and a finished starting zone. The new water is also much more optimized, going from ~14 FPS to ~27 FPS on a MacBook at max settings. 7 weeks. ~$700 spent. Godot. Almost everything built with AI. Slowly turning from an experiment into an actual game.
Hakimi Eiqbal27,544 просмотров • 1 месяц назад

Zero game dev experience to building this in one week The creator downloaded Unity for the first time 7 days ago after discovering it supports MCP, then started building with AI Claude Code handles the development, Meshy generates 3D models, ElevenLabs creates sound effects, and Nano Banana 2 helps with visuals This is what happens when the learning curve for game development starts collapsing Full demo below 👇
Hakimi Eiqbal35,832 просмотров • 2 месяцев назад

Astra spent 36 hours autonomously rebuilding a 17-year-old MMO The original game ran on C++ and Windows Server 2003. Astra dug through the old codebase, figured out how the systems worked, then helped turn it into a playable browser MMO with: > a new browser client > PostgreSQL database > Linux backend > accounts + character persistence > combat and exploration > reworked sailing The whole project burned through the equivalent of 4 weekly Astra limits. Using AI to resurrect abandoned childhood projects might be one of my favorite use cases for coding agents.
Hakimi Eiqbal22,874 просмотров • 1 месяц назад

This entire MMORPG was vibe coded in just 2 months 2 factions, 6 classes, level 50 progression, dungeons, raids, crafting, mounts, dynamic events, PvP and 10v10 battlegrounds, all running directly in the browser The creator uses mostly Opus 5, with Fable 5 as the orchestrator, and says he barely writes or even reads the code himself He directs, tests and iterates while the AI handles the implementation At this point, vibe coding is getting way beyond prototypes
Hakimi Eiqbal22,725 просмотров • 2 месяцев назад
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