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Claude Code built roughly 95% of this procedural pixel creature engine from a single detailed prompt. No premade sprites. No AI-generated textures. Just Godot, C#, and code generating body plans, rigs, animations, mutations, and pixel art across 9 creature families. The prompt wasn’t a vibe. It was an engineering... show more
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65 Kommentare

Maybe credit the indie creator whose work is clearly heavily referenced. @TheRujiK

@TheRujiK fair point — i’ll add a clear credit to TheRujiK.

A single engineering-spec prompt forced Claude to invent a deterministic body-plan + rig + pixel-raster pipeline that stays consistent across 9 families and 8 directions, which is the hard part most AI codegen still fumbles.

yep, keeping anatomy coherent across directions was the real grind lol

My agents are on a small version of this today: a character for my Mac assistant, drawn in code. Four Swift files, 749 lines, no sprites. The slow part is me. I've refused three names and a tail so far, and it still has no name.

four files, zero sprites, still stuck on the tail lol

95% from one prompt sounds right. what i always fight is the same creature looking different on the next run, so now i lock the seed.

seed locking is huge for iteration, especially when tuning mutations lol

Yes exactly

sucks

yo this is what i need right now. don't even know procedural characters and animations can be this expressive.

that’s the fun part, the seeds make them all feel different lol

The quality of the output really shows how much a well structured prompt can accomplish with AI coding tools.

a tight spec makes all the difference tbh.

engineering spec beats vibe coding every time

tbh the spec did most of the heavy lifting lol

looks really cool. work like yours really inspires me

that means a lot, thanks for checking it out!

that's amazing

Curious what that remaining 5% was that required manual intervention to tie it all together.

Mostly fixing integration bugs and tightening the output, tbh.

The classic glue code grind. Getting consistent output always eats half the sprint.

Finally cool art for games.

procedural creatures finally escaping the spreadsheet lol

do you also have such engineering spec or guideline as such published anywhere?

yep, the full spec is in the repo linked in the comments.

lifeless

Nice that kooks dope, im working on implementing animations into my game as well im having a hard time finding a way to get claude to make stuff in blender that doesn’t look like it came out of roblox. Haven’t even attempted animation yet

blender gets roblox-y fast lol. tight style refs help a ton

I usually create detailed prompts before sending it, ive resorted to downloading various reference models for it to work with and its slowly getting better but its still not really where I want it to be

I loved as a kid the game "Star Wars: Gungan Frontier". This would be awesome to make procedural expansions. 🤔

oh man, procedural Gungan Frontier creatures would be wild lol

You use Claude to generate the pixel art and animations?

nope, it generated them in code—no AI art assets involved.

Nice

Needs more juicing on the animations. I know what I am seeing. My project always requires a couple of rounds of juicing, trying to figure out a spec to have Clod oneshot it.

yep, animation juice is the next pass. getting claude to nail feel is tough lol

Tell me about it. But it's doable, at least.

on the one hand very cool, on the other =( @TheRujiK spent years building this

@TheRujiK fair point, should’ve credited the years of work more clearly.

Assuming we have several premade assets ie. Characters or monsters, can we influnce the result to generate completely new set of characters while maintain the style of existing premade set?

yep, use the existing set to define style rules, then generate new characters within them.

That’s some impressive creativity and coding!

thanks! claude did the heavy lifting, i wired it all together lol

A single prompt building this much is impressive.

the spec did a lot of the heavy lifting lol

Is the ARCHITECTURE.md the spec you wrote? 🤔🧐

yep, architecture.md is the spec, expanded as the build evolved lol

Cool. I hope you don't mind if I study what's in there. 😬🤗

Such a clean prompt-to-video result.

thanks! the seed system does most of the heavy lifting lol

procedural beasts

A creature engine from one prompt, wow.

wild what one detailed spec can turn into lol

That’s a pretty wild example of what a detailed prompt can drive when the underlying workflow is well defined.

yep, the workflow matters as much as the prompt tbh

Create Walking Creatures Without Drawing 1/1 I explained this as a manga.

lol, one walk cycle is where dreams go to die

neat

very cool

well, considering natural bodies in real world are made by (genetic) code, it becomes less difficult to see AI finding a way to generate them by code as well

yep, evolution’s been running procedural generation for a while lol

What are you excuses to not create a game? hahaha

lol, mostly scope creep and an unreasonable attachment to sleep

Its crazy
