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Here's the process I took to build this pickle ball game using Claude Code and Unreal Engine 5.9. → Claude Code via CLI → UE 5.9 → GPT Images 2.5 for mockups →Tripo for characters → Blender for environment & props → GPT Images 2.6 for UI → Elevenlabs... show more
30,167 просмотров • 23 часов назад •via X (Twitter)
Комментарии: 24

did claude code ever touch blueprints, or did you keep the gameplay in c++ so it could actually read and diff it?

No no all c++

This already looks like a pretty polished game

Thanks! Was pretty impressed myself

love this breakdown

Thanks Paul!

You went all in on pickleball, right down to the soundtrack ❤️

Can I try it online?

Did the Tripo characters go straight into rigging, or did you need a cleanup pass in Blender first?

how much could claude actually touch in unreal? blueprints or just c++

C++

Which handoff was messiest—Tripo to Blender or Blender to Unreal?

Amazing, great video recap too!

wow congrats!!

That’s a lot of tools for one game. Curious how much of the Unreal side Claude Code actually handles versus you in the editor ?

100% claude code handling

Seven tools in one pipeline is a lot of handoffs. Which one breaks most often — Tripo characters into Blender, or the GPT Images UI into Unreal? And how do you keep the art style consistent across all three?

Claude Code as the glue between five tools is the real story. Each step was doable before, the handoffs were the pain

My 3D characters come from Meshy and Tripo3D too. Did Tripo's rig go straight into Unreal 5.9, or through Blender first?

Share the artifact

how much did you spend on the whole build?

The tricky part with Claude Code in Unreal is usually blueprints. How much of the logic did you push into C++ so the CLI agent could actually edit the files directly?

All c++

Makes total sense, text diffs beat binary assets every day with LLMs. Are you letting it trigger Live Coding compiles too, or doing the build step manually?

