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3D game development will never be the same. People are building FULL playable games with Claude Opus 5.5. 3D tower defense. Drivable cities. Roblox sims. Multiplayer survival. 10 wild examples ↓
20,184 views • 3 days ago •via X (Twitter)
39 Comments

1. A full original 3D game built in just 24 HOURS. Playable in the browser. Built with Opus 5.5 in Claude Code plus Blender and Three.js Even the demo was recorded by Claude playing it.

2. A 3D tower defense game with 14 TOWERS. 5 maps. Boss fights. Volcano eruptions. Hordes of hundreds of enemies. Built in Godot with Opus 5.5 over weeks of work

3. A 3D Sydney you can walk, bike, DRIVE a taxi or fly a helicopter through. Switch the time of day. Built with Opus 5.5, three.js and Blender on top of @mrdoob's open-source 3D New York

4. A Roblox pet simulator that went live in just 3 DAYS. Built entirely with Opus 5.5, except the animal and egg pack

5. A browser RPG with 165 DIFFERENT classes. Pick 3 of 11 skill trees. Get your own named class. Opus 5.5 in Claude Code wrote the systems, with Tripo for characters and Mixamo/Meshy for animations All running in the browser on three.js.

6. A city business empire game where Opus 5.5 builds EVERYTHING. Pick a business. Run the shop. Grow your empire.

7. A MULTIPLAYER horde survival game. Three.js + Opus 5.5. Meshy for 3D assets, ElevenLabs for sound, deployed straight from Claude

8. A full mobile street racing game built with Opus 5.5 and UNITY.

9. A gritty 2.5D shooter from ONE Claude Code chat. Opus 5.5 + three.js. No Blender. 2 days in, and the developer says they haven't read a single line of code.

10. A space survival game remastered ROUND BY ROUND. Built in three.js with Claude Code, even the trailer, according to the developer.

This!

People are shipping playable 3D games from a chat window. Unity tutorials just became optional.

The real plot twist is how many people now ship a 3D game before finishing their todo app.

3D game is now the hello world

True. 'Hello world' used to be printing text, now it's ray tracing. We skipped a few steps.

the drivable city ones are the impressive part. tower defense was always going to work, physics and multiplayer is where these usually break

for my next vacation I need Opus 5.5 (or Opus 5.6?)

Pin physics to a fixed timestep and seed every RNG from the level id. One-shot demos look fine, but unseeded agents rewrite timing on every regen and multiplayer desyncs instantly. Keep the game loop and asset paths out of the prompt so regenerations don't touch the engine.

I love this

Time to revisit metaverse as potential next interface? The computing was never the bottle neck it was the development effort.

probably a good idea

The code side is moving faster than the art side. I tried GPT Image 2.6 GIF sprite sheets today: short punch loops hold, longer sheets drift. For games like these, consistent sprites are the bottleneck now.

a roblox simulator is just three luau scripts and a leaderstats folder.

building the multiplayer game got easy. getting ten friends online on the same night is still the hard part

maybe future school projects will be about building a personal game. Great to see current model capabilities and I am excited for what the future will bring.

The tower defense build is the most telling one. Weeks of steady work with an agent, not one prompt. Persistence plus a strong model now lets a solo maker ship what once took a studio.

Drivable cities and multiplayer survival in the same list is wild — I want to see which of the 10 actually holds up past the demo clip.

my endless metaverse:

Demo can run, but full game still need art pipeline and netcode, Claude not do that part.

Sydney taxi 那条是直接复用 mrdoob 的 mesh 还是重新烤的

The first playable build is the easy part. The real test is whether the game state survives the 10th round of edits without the agent quietly breaking the score logic. Or weird issues pop up at unexpected places breaking the game play

Drift Lane went from a 7-line PRD to a playable drifting game in 30 minutes. The part that takes longer is what comes next, moving it to Unity for the app stores.

Are any of them actually fun to play though?

Weeks for one tower defense game makes that 24-hour browser build look even wilder.

its over for asset stores 💀 we gave the same 3D game prompt to opus 5.5, terra, fable 5.1 and argon. then told fable "the graphics still look cheap" and it hired nano banana to paint the cliffs, sky and textures 🤯

tower defense is the hello world of vibe coded games

🤔

tower defense is the easy demo. the drivable city is the real test, getting a car to feel right usually takes weeks of tuning

Playable 3D from a prompt used to eat a studio quarter.
