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Here's how I use BOTH Codex + Claude Code to vibe code games For my Final Fantasy Tactics game: → 1. GPT 5.4/5.3-Codex/5.2 → 2. Opus 4.6 → 3. Nano Banana 2 → 4. Playwright → Plans + AskUserQuestion → Queue + interrupt prompts → Auto test + bug...

48,493 次观看 • 7 个月前 •via X (Twitter)

45 条评论

Chong-U 的头像
Chong-U7 个月前

YT version here for those who might prefer

austin blake (stuff todos+lists) 的头像
austin blake (stuff todos+lists)7 个月前

Have you already made a tutorial like this for someone that doesn’t have any experience in game dev? Would love to see what the starting process looks like to go from scratch.

Chong-U 的头像
Chong-U7 个月前

I have two beginners tutorials that build games from scratch: This is for 2D games

Chong-U 的头像
Chong-U7 个月前

And here’s one for 3d

austin blake (stuff todos+lists) 的头像
austin blake (stuff todos+lists)7 个月前

That’s amazing! Thanks for sharing! Looking forward to diving into this.

Chong-U 的头像
Chong-U7 个月前

Let me know if there are any questions or things to improve!

patroclusOBP 的头像
patroclusOBP7 个月前

thanks for this, really interesting! Could you also show how you're making the spritesheets?

Chong-U 的头像
Chong-U7 个月前

this spritesheet was bought - but i'll be doing a tutorial on generation

Blas Moreno Laguna 的头像
Blas Moreno Laguna7 个月前

really good video! And very useful

Chong-U 的头像
Chong-U7 个月前

Thanks! Glad it was helpful!

Blas Moreno Laguna 的头像
Blas Moreno Laguna7 个月前

Yes! Loved seeing your workflow, borrowing some ideas for my own. For sure I am copying the idea of the folder with the prompts 😁

Blas Moreno Laguna 的头像
Blas Moreno Laguna7 个月前

I am new to this series of videos, do you also make the spritesheet with nano banana or are you using an existing one?

Chong-U 的头像
Chong-U7 个月前

This one is using an existing one

ᴛɪɴᴍᴀɴ 的头像
ᴛɪɴᴍᴀɴ7 个月前

how are you driving Playwright with AI to actually *play* the game? Does it even know what to do (without specific training)??

Chong-U 的头像
Chong-U7 个月前

Yup no training at all, literally just told it to fix the bug

Matt C 的头像
Matt C7 个月前

great vid! But my inbox zero anxiety from your discord is real.

Chong-U 的头像
Chong-U7 个月前

LOL I knew I should have hidden my dock

George 🐇 🍌 🦍✊ 的头像
George 🐇 🍌 🦍✊7 个月前

Love your work mate 🔥🔥🔥

Chong-U 的头像
Chong-U7 个月前

Thanks again for your continued support George!

George 🐇 🍌 🦍✊ 的头像
George 🐇 🍌 🦍✊7 个月前

You put in the work, put out the alpha, and support is earned legend! 🍻

Diegonov 的头像
Diegonov7 个月前

Thanks for sharing!

Chong-U 的头像
Chong-U7 个月前

Very welcome! Enjoy!

Jesús Muñoz 的头像
Jesús Muñoz7 个月前

Time to make some popcorn and enjoy your 30-minute video 🔥

Chong-U 的头像
Chong-U7 个月前

Haha watch at 2x!

Jesús Muñoz 的头像
Jesús Muñoz7 个月前

No worries 😂 good content deserves 1x 🙌

Chong-U 的头像
Chong-U7 个月前

🙏

Nicolas Zullo 的头像
Nicolas Zullo7 个月前

Killing it!

Chong-U 的头像
Chong-U7 个月前

Thanks Nicolas!

Gagan | Claude + AWS 的头像
Gagan | Claude + AWS7 个月前

this is the workflow post everyone in the "codex vs claude code" debate needs to see. the real answer is both — codex for fast parallel implementation, claude code for the hard reasoning and architecture decisions. using opus 4.6 specifically for tricky bugs and plan mode is smart. the models have genuinely different strengths and the best devs are building multi-model pipelines instead of picking sides

hckrclws 的头像
hckrclws7 个月前

queued + interrupt prompts with codex is the piece most people sleep on. gives you real-time steering without breaking the agent's flow

joburgai 的头像
joburgai7 个月前

the plans + worktrees approach is the right call. without that coordination layer multi-agent setups just thrash. curious how you're handling context bleed between opus and codex on longer tasks.

Strakyo 的头像
Strakyo7 个月前

Nice workflow split. Do you track fix success by stage, like what percent of bugs are resolved in Codex pass versus Opus pass?

Prastik Gyawali 的头像
Prastik Gyawali7 个月前

@chongdashu How about your coding agents get a Tamagotchi outfit while you vibe code your game?

bradshannon 的头像
bradshannon7 个月前

Nice! I need to add this to my todo...I've started and stopped several game projects due to frustrations with bugs, tools, etc

Chong-U 的头像
Chong-U7 个月前

Barrier is really low now, i built this pretty much in spare pockets of time, even while on the train on my phone

bradshannon 的头像
bradshannon7 个月前

Very cool. Developing from your phone is seriously underrated. I did it on a recent flight using Claude Code in the iOS app. I have a game idea I had that was similar to Black & White but the 'people' in the game have unique AI agent personalities and respond accordingly.

Kyriakos 的头像
Kyriakos7 个月前

stacking codex claude and tools like dev infinity gauntlet

Kiss-Dev 的头像
Kiss-Dev7 个月前

Disgusting

Max Slinger 的头像
Max Slinger7 个月前

Using four different models in one workflow is either brilliant or a debugging nightmare. Genuinely curious — how do you handle context drift between them? I've tried multi-model pipelines and the hardest part isn't the code. It's that each model has a different idea of what 'done' means.

Sentient Matrix 的头像
Sentient Matrix7 个月前

Will definitely watch this for the playwright tips!

Garrett Kirschbaum 的头像
Garrett Kirschbaum7 个月前

Using Opus specifically for tricky bugs is smart. we do something similar. cheaper models for routine implementation, Opus when reasoning actually matters. the Playwright auto-test loop is the real gem tho. agents will mark stuff done without actually checking unless you force verification. curious if you have it running in CI or just locally during dev

Vish 的头像
Vish7 个月前

the multi-model workflow is what most people are sleeping on. using Codex for planning and queued prompts, then switching to Opus 4.6 for the tricky bugs, and Playwright for automated testing is basically a one-person game studio pipeline. saving plans as markdown files for reuse is such a simple but powerful pattern. the FFT vibes are strong too.

Boyuan (Nemo) Chen 的头像
Boyuan (Nemo) Chen7 个月前

Curious about the handoff logic between Codex and Claude. Do you have explicit rules for what goes where, or is it more vibes-based? I've been running multi-agent setups on non-game stuff and the hardest part is keeping them from undoing each other's work.

Chong-U 的头像
Chong-U7 个月前

I use Opus for more creative work - anything that requires design or taste, and if it needs copy / text / editing. I use GPT for everything else, esp. planning. The way you stop them from stepping on each other for me is I always use plans + worktrees.

Tony 的头像
Tony7 个月前

using codex for high-level structure then opus for the hard parts is actually smart. they're not competing, they're handling different cognitive loads.

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