
放浪の機械術師 AI Systems Builder & Operator🔻 Game & Software Engineer 🔻 Consultant 🔺 Creator of @Meta_Machina//@MetaMachina_RW
Las Vegas
Joined June 2017
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Here's a 2 minute quick preview of the driving and world exploration part of my survival RPG. Too much to list what was built, everything built from nothing. Landscape, assets, effects, systems, destruction, combat, weather, UI. World lane is about 40% complete. Game will be fully scripted, fully voiced, open world, play the main story or do what you want. Explore, survive or die.
Built with full AI agent stack, Claude, Codex. Zero hand coding. 30 days in on this current build.
[In development]
#AI
Building the next AAA AI game studio is not even a pipe dream at this point, it’s only a hardware limitation.
Wednesday's shelter clip took eleven takes. The camera operator is an AI agent.
Every clip in this series is shot by one Claude Code lane whose only job is directing. It drives the real game through a recorder that runs at a fixed frame rate: every frame is exactly 1/60 of a second of game time, so a slow moment on the machine can't turn into a stutter on screen. The browser tools are filmed the same way, headless, on a virtual clock, 60 real frames a second.
The shelter builds itself differently every run, so the dig-a-room shot took eleven tries. The ones that didn't make it: a bed nobody used, a dartboard played in the dark, and a pinball table its player stood with her back to. That last one is a real bug. It went to the shelter lane as a report, not into a post.
This image is the contact sheet of the take we kept: one frame every two seconds.
When AI shoots your marketing, the risk isn't ugly footage. It's footage prettier than the product. So every delivery is labelled OK, STAGED or DEFECT, and it says what the clip does NOT show. AI-built games already start out assumed fake. Labels are how you earn the benefit of the doubt.
Development footage, not final.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
I worked with Binance on several occasions, and from those interactions you could tell that something like this was inevitable.
Sad thing is there several other overseas exchanges that operated in a similar fashion, and most likely haven’t been drained yet because the pots not big enough.
Epic's AI MegaJam runs Nov 12 to 15. Four days to make a game with AI.
Jams are great at one thing: showing how fast you can make something. Here's what four days won't teach you, from Day 96 of doing this.
Day 1, July 27: I deleted the first version of this game. It had been built the one-shot way, and every check was green. Every gate passed because no gate ever compared the result to the reference. We archived 1,072 agent transcripts and started over.
Day 9: we pointed two independent auditor agents at our own plan. It didn't survive them. The rewrite started that day.
We've rebuilt this game four times: a 2D shelter, the shelter with art, a 3D cutaway, and what it is now, an open world you drive.
Today: more than 22,700 commits. Claude Code lanes building overnight. Codex as a blind critic that only sees the frame. Blender for shaping. Godot for the game.
This clip is staged and it says so. Combat was built on an empty test floor first. Here the fight opens on that floor, and The Circle rises out of the ground around it. The fight, the camera and the sound are the game's. The build-up is an editing effect.
Speed is solved. Judgment isn't, and judgment is the one thing a jam can't hand you in four days.
Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Four days or four months: which would you rather have?
One person can't build a town in a week. One person can tell a crew of AI agents exactly what the town is.
This is The Circle in Meta Machina: StarFall, walked in one take with no cuts: down the Trade Arc past the weapon shop, the vehicle repair and the mechanic, the residents talking as you pass, then through the Inn's door into the common room and the kitchen, where a delivery is waiting.
How it gets built:
The meshes come from our licensed KitBash3D and Fab kits, about 80 percent of them used as props, or from Blender. What has to look like this universe gets remade in Tripo (or Meshy when a brief calls for it) against our own catalogs of prompts and reference images. No blind flying. The rule is no procedural geometry. The agents place, light, wire and test.
Every settlement has a written description in the lore, and the description is the brief.
The Circle has 7 places and all 7 are real buildings you walk into. The toll keeper posts delivery jobs, two a game day. Deliver late and you still get paid, at half.
By Oct 9, the writing lane had produced 6,236 lines of NPC dialogue across 69 scripts, so a town can talk back.
The town view is angled top-down. The party here is a stand-in for testing, not the truck crew, and faces don't read at this camera yet. That's next.
The work moved. It used to be making the thing. Now it's describing the thing so precisely a machine can't get it wrong, then checking that it didn't.
Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Which door would you open first?
The score gets cast like actors: two takes, a pick, a reason.
This is the music picker, a browser tool the agents built so I can audition this game's music. W1 is "First Light on the Wastes", the arrival theme. Take one, take two, back to take one. Then my note: take one plays the first time you enter the world, on foot, as the intro. Take two plays every time after. Pick. The counter goes from 183 picked to 184.
There's a lot to pick from. By Sept 29 the radio alone had 12 stations, 130 songs and 386 minutes. When I noticed there was no heavy metal station, five stations were added that night.
And sound is where I stopped over-engineering prompts. A lane burned credits on a hood-slap warning with long technical prompts and a waveform picker. I typed "someone banging on the top of a old truck roof" into ElevenLabs. One take, unedited, shipped.
AI made music cheap. It didn't make it right for the first minute you step into a world. That call is the one I keep.
Staged: a re-enactment of a pick I actually made, filmed in a scratch copy so my real picks were never touched. Dev tool, development footage, not final. Sound on: those are the two takes.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Not all of this game happens behind the wheel. When you get home, you dig.
This is the shelter in Meta Machina: StarFall, the family's home under the yard. Right click bare earth and someone goes down to dig it out. Here it's Otto. The game asks what the new space is for: the commons. Then what goes in it: a sofa. Mara builds it, and Wren sits down on it, facing the right way, while Otto sleeps on the infirmary cot next door. One take, no cuts. The digging and building are sped up, and the HUD says by how much.
The shelter is the oldest part of this game. It was a 2D game first, then a 2D game with art, then a 3D cutaway, before the world around it existed.
How it got this far: before the agents built anything new, a Claude Code lane audited my original fourteen-line brief against what already worked, and then built only the gaps: stats that rise with use, items as data, a store with a weight cap, save and load end to end. When it closed out on Oct 2, every one of the 155 buildable objects you could reach could actually be built.
That's the habit I'd steal for any AI build. Agents love to start fresh. Make them audit what exists first. The gaps are almost always smaller than the rewrite.
Staged: a dev crate start, every store full, so the build isn't waiting on scrap. Every order after that is a click. Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Commons first or workshop first?
I painted this game's world by hand. Then I stopped asking the agents for fixes and asked for a brush.
This is the map painter, built by a Claude Code lane inside the game in Godot on Sept 28. Type a place and it flies there, here a salt flat shoreline. Then you paint biomes like a canvas: salt pushed out into the sand, a tongue of desert basin cut into the salt, a band of red desert. Press V and the overlay shows every biome class in its own colour.
It was proved on scratch copies before it ever touched my map: 709 of 709 ground texels and 28 of 28 scatter regions repainted, and all of it survived a reboot.
Then came the better question: which of this should I be painting at all? The edges between biomes I'd have done stroke by stroke got drawn by a rule instead.
If you keep filing the same ticket, stop asking for the fix. Ask for the tool, and then ask if math can do it.
Close crop on purpose: we don't show the whole map. Nothing in this clip was saved. Dev tool, development footage, not final.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
An AI agent will build you a combat system in a weekend. It will not notice your soldiers are holding rifles with their elbows.
This is the combat layer in Meta Machina: StarFall. When the truck stops, the fight changes games. You give orders (attack, defend, item, move), hit GO, and the round plays out, with close cutaways when a hit lands. Feared, dazed and bleeding stack. Land the timing and you get a bonus. When it ends, the party record carries health, injuries and stamina into the rest of the run.
Here's what the agents missed, and what it taught me.
On Sept 27 I opened the combat scene and the fighters were holding long guns with their arms bent backwards. The lane measured the support elbows against the animations we'd bought: 136 degrees off the hinge on the rifle, 171 on the bazooka, where the bought clips never go much past 90. It wasn't any of the three suspected causes. It was a fourth, the arm solver, and a gate now checks every long-gun pose.
Then a fighter who went down kept the pistol bolted to her hand, and the death animation swung it up into an aim at the man who dropped her. The log said she was down. The frame said she was still fighting. Now the gun falls to the floor.
Agents ship what they can measure. Deciding what gets measured is still a human job, and it's most of the job.
Early combat build: test floor, placeholder names, stand-in fighters. Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Gatling or bazooka?
Hundreds of tools went into this game, and almost none of them are the game.
This is MM Audition. Claude Code agents built it in Godot so I can cast voices the way you'd cast actors: put the line on the face and watch.
Parent 1 says his line, the words lighting up on the timeline as he speaks. Then a shout, close up. Then a laugh, from three-quarter. Then the Voice tab: the recorded take, then a candidate voice, said on the same head. There are 31 faces in it.
Why build a tool instead of writing a better prompt: early on, a lane cast voices for the whole cast before the script was approved. 54 audition sets, and they all sounded alike. We stopped, finished the script first (6,236 lines of NPC dialogue across 69 scripts), and now a voice gets tried against a face before anyone commits to it.
An agent can generate a thousand voices. It can't hear which one belongs to that face. So I had the agents build me the room where I can.
Dev tool. Nothing was cast in this clip. Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Day 92 of building a game with AI agents. 21,214 commits. More than 5,600 agent sessions. One person directing.
On Oct 13 Xbox launched Xbox Labs with this line: "Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties."
They're right. Here's the part that doesn't make the announcement.
This is the haboob in Meta Machina: StarFall: a wall of dust rolls across the desert, the light goes amber, then brown, and then you're driving by the gauges. Claude Code agents built it in Godot. Getting it to where I wanted it took about a month.
The word haboob is in 608 commits, on 49 different days. The agents could make a dust wall on day one. What they couldn't do was know it was wrong.
In September I told them the haboob had gone invisible. That wasn't taste, it was geometry: its only painted face was 4,185 units away, and I'd driven in from behind it. Then the wall came down like a flat curtain, where real haboobs spread toward you along the ground, so the lanes pulled ten real photos before they changed a line. Then on Oct 7 I said go global. Now it's one world event: a closed wall on every horizon, leaning into a dome tall enough to block the sun.
Every one of those turns started with me saying, in one sentence, what was wrong. Building is cheap now. Knowing what right looks like is the work.
Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Drive through it or wait it out?
At this point I don't know if I'm building a game, or the next generation of AI gaming creation and pipeline.
1DC retweeted
Replying to @1DigitalC
On the bright side, independent devs have creative freedom. I see a lot more weird software in the near future and that's beautiful. So tired of cookie-cutter internet.











