Create with Mark / The field guide

The ultimate guide to building games with AI

My exact process, start to finish: the prompt, the long run, the scoring, the revisions and the skills. Real prompts from my history, and real footage of what each round looked like.

Opus Ring as shipped: a knight on a path through a flowering meadow, a castle and a dragon in golden haze
The same spot in the first result: flat grass, blocky cliffs, blown-out white glare
First result: 1 / 10Shipped

Opus Ring. Same spot, same camera.Drag to compare

I had AI agents analyze 188 builds and 563 revision notes, and they identified what the good ones have in common. That is this guide.

All of it from my own Claude Code history.

Watch the walkthrough

How I Build AI Games That Actually Look Good (My Full Workflow)

I go through this whole guide step by step in the video. Watch it first, then use the page to copy the prompts.

Watch on YouTube
[ 00 ] The whole processSeven steps, one loop

Prompt. Run. Play.
Score. Repeat.

This is every game I make. Steps 3 to 5 are a loop, and the loop is where the game gets good. Click a step to jump to it.

  1. 1Write the promptShort. What it is, what I can do, how good.
  2. 2Give it a targetA game, a screenshot, a recording.
  3. 3Let it runHours, not minutes. Tell it when to stop.
  4. 4Play the first minuteTitle screen, first room, controls.
  5. 5Score it and revise“This is a 4. Get it to a 9.”
  6. 6Save the winPackage what worked as a skill.
  7. 7Ship itTrailer, page, Arcade.

Repeat steps 3 to 5 until it is a 9 out of 10

1out of 10

What I typed“Just the graphics alone are a 1 out of 10, and we need to get to a 9. This has zero wow factor. The area looks super empty and bare.”

One game, four rounds: Opus Ring. Every clip is the real build from that round, rebuilt from the saved source and filmed from the same starting point.

  1. 01

    Start short.

    Say what it is, what I can do in it and how good it has to be. My typical opening prompt is 44 words.

  2. 02

    Name the bar.

    A game everyone knows, a screenshot, or a number. “9 out of 10” beats “make it good.”

  3. 03

    Tell it how long to run.

    Three hours, until midnight, until it is a 9. Otherwise it stops when it has something that works.

  4. 04

    Play the first minute.

    I judge the title screen, the first room and how the controls feel. That is what viewers see too.

  5. 05

    Score it out loud.

    “This is a 4 out of 10. Get it to a 9.” Then two to four specific things that are wrong.

  6. 06

    Lock what works.

    “The racers are done. Leave them.” Point the next round at one area, not the whole game.

  7. 07

    Save the wins as skills.

    When something comes out great, I have the AI package how it did it, so the next game starts there.

[ 00 ] What I useBefore you start

One AI, one folder,
one file.

There is no game engine in this process and I do not write code. Here is everything on the desk.

The builder

An AI coding agent

I use Claude Code, the desktop app, mostly with Claude Opus 5.5. It writes the files, runs them, looks at its own screenshots and keeps going. A chat window that only hands you code will not get you here.

The format

A single HTML file

Every game is one file that opens in a browser. 3D runs on three.js, an open-source library, packed inside. No install, no server, no accounts.

The workspace

One work folder

Each game gets its own source folder. The finished game is saved to my Desktop as one file with a plain name, so I always know which copy is the real one.

Three habits I put in almost every prompt. “In a single HTML file.” “New file, touch no other files.” And for anything you explore: “in 3D.” The first keeps it shareable, the second protects my other games, and the third I learned the expensive way (see what went wrong).

[ 01 ] Step 1: write the promptShort on purpose

Six parts.
Under a minute to write.

My opening prompts are short. Across 188 build chats the typical one is 44 words, and 131 of them were 60 words or fewer. I talk it out loud, the way I would brief a person. The detail comes later, in the revisions, once there is something to react to.

How long my opening prompts are188 build chats, words
251 to 20
6321 to 40
4341 to 60
3761 to 100
7101 to 150
13150+

131 of 188 were 60 words or fewer. The long ones are almost all upgrade passes and skill builds, where there is already something to describe.

Opening prompt, Hogwarts: Legacy of Magichover a part

We built a lot of Hogwarts builds where you just fly around on a broomstick, but let’s take it to another level. Let’s build our own version of Hogwarts Legacy.

You choose which house you’re in (Gryffindor, Hufflepuff, Slytherin, etc.), and then you have free roam over the interior and exterior of the castle, both on foot and on broom.

I want to have a full Quidditch mini-game that feels incredible, and I want the detail, character models, and everything to be absolutely exceptional. Use whatever skills you want that we built that would be helpful, pull whatever assets you need from the internet, and let’s make this absolutely insane. I want you to run on a loop until the result is absolutely mind-blowing. We really need to focus on gameplay, graphics, scale, details. Obviously, there should also be a whole spell system where we can cast spells with our wand, combat, etc.

  • 01

    The fantasy

    What it is and who it is for, in one or two sentences. I often frame it against something we already made, so it knows where the bar starts.

  • 02

    The verbs

    What I can actually do. Choose a house, roam on foot, fly a broom, cast spells. If a verb is missing from the prompt, it is usually missing from the game.

  • 03

    The bar

    How good, compared to what. A named game, a number out of 10, or a reaction I want from a fan.

  • 04

    The fuel

    What it can lean on: skills we already built, assets from the internet, research.

  • 05

    The run

    How long to work and when it is allowed to stop.

  • 06

    The priorities

    The few things that matter most if it has to choose. For me that is nearly always gameplay, graphics, scale and detail.

The first result of this prompt was a 2 out of 10. That is normal. See step 5.Play the result: Hogwarts: Legacy of Magic

Six shapes. Every game is one of them.

Before I write anything, I know which of these I am writing. All six are real opening prompts.

The one-liner

Use it for: A famous game the model already knows inside out.

When the reference is that specific, extra words only get in the way. This build came back so close to the real thing that I asked how it had done it.

The one-liner7 words
Rebuild Lego Island 2: The Brickster's Revenge.

Opening prompt, the Lego Island 2 rebuild

Words that pull their weight

  • “I should be able to…” Turns a description into a list of things that must work.
  • “One-for-one.” “Indistinguishable.” For clones. It sets the bar at the original, not at “inspired by.”
  • “A fan should say…” I describe the reaction I want from someone who loves the source.
  • “This should showcase what you can do.” It reads as permission to go past the safe version.
  • “Do not invert the controls.” Small, specific, and it saves a round.

What I leave out

  • How to build it. No libraries, no architecture. I say what I want to see and feel.
  • A full design document. A long spec up front gets a thin version of everything. A short brief gets a real version of a few things.
  • Maybes. “It doesn’t have to be exactly that” is fine for ideas. For anything I need, I say “there should be.”
[ 02 ] Step 2: give it a targetShow, don’t describe

A picture beats
a paragraph.

Words like “gorgeous” and “mind-blowing” set the mood. They do not set the bar. A reference does. These are the four kinds I use.

A screen recording

I record a clip of the game I want to match and drop the file in. Grimhold started as one video and one sentence.

What it made: Grimhold
A screen recording22 words
I want you to build a dungeon crawler that matches or exceeds this. Run on a loop until you have achieved that.

Opening prompt with a screen recording attached, GrimholdPlay the result: Grimhold

What the blueprint changed

On Hogwarts: Legacy of Magic I asked twice for the castle “at scale.” Both times it came back as a handful of nice rooms on a layout the AI had made up, and I scored it a 2. So I got literal:

Get the real plan47 words
You need to really take your time:

1. First, get the layout and blueprints of Hogwarts.
2. Rebuild it room by room at scale with detail (loop for as long as it takes).

Once that's complete and looks good, we can move on to the surrounding areas.

Round 3, Hogwarts: Legacy of Magic

It found a fan-made floor plan, read it in as a grid and generated the walls, rooms and corridors from that. The scores started climbing from there.

[ 03 ] Step 3: let it runLoops and time boxes

Tell it when
it is allowed to stop.

Left alone, an AI stops as soon as it has something that runs. That first version is almost never the good one. The best builds come from long runs where it builds, looks at its own work, and goes again. You have to ask for that.

Hogwarts: Legacy of Magic, the same spot in each saved buildBuild 1 of 13
Hogwarts: Legacy of Magic13 saved builds, same spot
Opus Ring, the same spot in each saved buildBuild 1 of 11
Opus Ring11 saved builds, same spot

That is what a long run looks like from the outside. Press play, or drag the bar. Each frame is a real saved build, hours apart. Look at the first Hogwarts frame: a knight on a bare bridge, because the build started from my character skill. These are the phrases that get it to keep going.

“Loop for the next 3 hours.”

A time box. Good for upgrade passes and polish.

“Loop for a minimum of 6 hours. Do not stop early.”

A floor, not a ceiling. Say it twice. It matters.

“Do not stop until it is a 9 out of 10.”

A quality gate. It has to judge its own work before coming back.

“Run until midnight or until you run out of tokens, whichever comes first.”

The overnight version, with a natural end.

“Run without asking questions.”

So it does not sit waiting for an answer while I am asleep.

“Go on.”

It stopped and there is more to do. I typed this, “keep going” or “resume” 31 times.

“You have 10 minutes. Quick fix.”

Sizes the job. Stops a small fix turning into a rebuild.

“Wrap it up.”

Finish what is in flight, save the file, stop.

The bedtime prompt86 words
Yes, incredible job. Now I want you to really focus on interiors, making them large and detailed. I want classic LEGO pieces that go along with the actual sets. I want it to be super iconic, super nostalgic, and super detailed.

Also, let's really up the quality and the detail on the racers. We're getting really damn close here. Incredible work so far.

I want you to run without asking questions. I'm heading to bed, and I want to wake up with an absolutely mind-blowing result.

Round 9, The Brick AgesPlay the result: The Brick Ages

When it keeps stopping early64 words
I don't know how much clearer I can make this: do not stop until everything is a 9 out of 10. You keep stopping when you're not done.

I'm going to be gone for the morning. I want to come back to either a mind-blowing build at scale with everything done to a 9 out of 10, or to see you still diligently working.

Round 9, Hogwarts: Legacy of Magic

Two honest notes. Long runs use a lot of your plan, so I save them for the builds that deserve it. And they do not always work: more than once I woke up to a result I was disappointed with. When that happens I do not start over. I score it and send the next note.

[ 04 ] Step 4: play the first minuteMy judging checklist

What I look for,
and what I say.

I judge every build the way a viewer will: I open it and play the first minute. This is the same opening, first result and shipped. Drag the line.

Darth Maul: Sith Apprentice as shipped
Darth Maul: Sith Apprentice, the first result, from the same spot
First result: 2 / 10Shipped
Darth Maul: Sith ApprenticeDrag to compare
Hogwarts: Legacy of Magic as shipped
Hogwarts: Legacy of Magic, the first result, from the same spot
First result: 2 / 10Shipped
Hogwarts: Legacy of MagicDrag to compare

These are the ten things that come up again and again, with the line that fixes each one.

What I seeWhat I sayWhy it keeps happening
The title screen looks the same as last time.“Put the new stuff where I see it first: the title screen and the first room.”I once got a huge new cavern that was hidden behind the first boss. I opened the game, saw the same first room and thought nothing had changed.
It looks blurry, foggy or grainy.“It needs to look sharper. Run at full resolution and pull the fog back.”My single most repeated note. It usually means the game is rendering at low resolution or leaning on haze to hide distance.
Looking around feels wrong.“Click once to capture the mouse, then moving the mouse looks around. Add a sensitivity slider.”Having to click and drag to look is the fastest way to make a game feel broken. I ask for no inverted controls up front.
Everything is crammed together.“Spread things out. Give it room to breathe. One showpiece per view.”When I ask for more wow, the AI stacks everything into one view. The fix is always fewer things with space around them.
The world feels small.“Build it at real scale relative to the character. Do the maths from the character’s height.”A city at one third scale reads as a toy. Interiors behind a fade to black do not count as interiors.
Things pass through each other.“Nothing should clip: the cloak, the vehicle, the dragon through the castle. Check every model in motion.”One clip on the title screen costs the whole build its credibility.
Rooms are cluttered or make no sense.“No furniture in doorways, nothing stacked. Every room’s contents should match what the room is.”Furniture placed by formula collides with itself. I ask for doorways to be kept clear and for rooms on the way in to be halls, not bedrooms.
I get stuck.“Walk every stair and doorway yourself, without teleporting, and fix anywhere the player gets stuck.”One blocked staircase makes the whole castle unreachable, and then nothing behind it exists.
Nothing is moving.“It needs life. People walking the routes I walk, birds, flags, smoke, lit windows.”In the voxel town I rated 10 out of 10, four of the five things I praised were things that move.
The map or menu looks like a spreadsheet.“The map should look like it belongs in this world.”A flat floor plan reads as programmer art. An inked parchment map reads as part of the game.
[ 05 ] Step 5: score it and reviseWhere the game gets made

Score it.
Then say why.

This is the part people skip, and it is most of the work. I typed 563 follow-up notes across those builds. The first result is a starting point. The game gets made in the rounds after it.

01 / Keep

Say what is working.

Specifically. “The shipbuilder is good as is.” This is not politeness. It tells the AI what not to touch, so the next round does not break the good parts.

02 / Score

Give it a number.

“We are at a 5 out of 10.” A number tells it how far away it is. “Better” and “not quite” do not.

03 / Target

Say where it has to land.

Always the same for me: “Get it to a 9.” The gap between the two numbers sets how much it changes.

04 / Issues

List two to four specific problems.

Things I saw while playing. “Maul is glitching through the speeder.” Add a screenshot when it is visual.

05 / Run

Size the round.

“Ten minutes, quick fix,” or “loop for two hours.” The same note with a different time box gets a very different response.

The first result of Opus Ring, with the four things I pointed at marked1238
  1. A real note, pinned to what I was looking at
  2. 1“The area looks super empty and bare.”
  3. 2“This has zero wow factor.”
  4. 3“There’s constant flickering going on.”
  5. 8“I will say, the combat is great.” An 8 on its own.
  6. 1 out of 10. “We need to get to a 9.”

Watch two more games get made

Click through the rounds. The clip is the build I was looking at. The quote is what I typed back.

2out of 10

What I typed“The game overall is like a 2 out of 10 right now. We need way better graphics and environments, way better enemies, and to change who we are fighting.”

Darth Maul: Sith Apprentice

2out of 10

What I typed“Good start! 2 out of 10, let’s hit 9. Hogwarts needs to be massively better. The graphics are at their lowest point right now, and the detail is really off.”

Hogwarts: Legacy of Magic

How the scores climbed

None of them started good. Some sat on the same number for a few rounds before they moved.

Darth Maul: Sith Apprentice

Opus Ring

Hogwarts: Legacy of Magic

Six kinds of revision note

The polish pass

Use it when: The game works and looks fine, and fine is the problem.

The polish pass72 words
This is very excellent, I like it. When I select a module, I can just click and drag it, giving me unlimited freedom to do whatever I want in regards to customization.

Let's make a few improvements:

1. Make the ship a little bit easier to control.
2. Have multiple enemies.
3. Really up the wow factor: right now it's a 6 out of 10, so let's get it to a 9.

Round 1, Starwright (ship builder and space combat)

Rules I hold myself to

  • Play it before scoring it. I open the file and play the start. I do not score from the AI’s summary of what it did.
  • One area per round. When everything is “a bit off,” I pick the worst thing and send only that.
  • Say “done” out loud. “The racers are complete.” Finished parts get locked so they stop changing.
  • Attach the screenshot. If I can see it, I capture it. I pointed at a screenshot, a video or a reference in 31 follow-up notes.
  • Foundation before features. I do not add quests to a castle I cannot walk through.
  • Change the plan, not just the volume. If two rounds in a row do not move the score, the approach is wrong. That is when I bring in a reference, a blueprint or a skill.
[ 06 ] Step 6: save the win as a skillHow good work compounds

Stop starting
from zero.

A skill is a folder the AI can pick up: instructions, a working game to start from, and notes on what went wrong last time. When a build finally comes out great, I have the AI package how it got there. The next game starts at that level instead of at a 2.

First

Capture the win

The moment something is a 10, I say exactly what made it one and ask for a skill.

Then

Make it cheaper

I ask how to get the same quality in a fraction of the time. That is where the lean mode came from.

After that

Call it by name

New prompts start with “use our skill.” New setting, same quality.

Capture the win70 words
The quality that this voxel small town was built at is incredible. I have to give you applause.

The details, things like birds flying up from the ground when I walk near them, the flags in the wind, all of the interiors, the leaves falling from the sky, the whole atmosphere, are a 10/10.

We need to turn this into a skill so we can capture this level of quality.

After Acorn Falls came back

Make it cheaper58 words
How can we cut the usage massively and the time massively, and also still get a similar quality of result?

For example, if I wanted to build something in this style, but it's a medieval kingdom instead, I want the same level of quality, charm, etc., but I don't want to have to do the three-hour token burn.

Two messages later, same chat

Characters without the skill, and with it

On the left is what the AI builds when I just ask for great characters. On the right is what it builds when the prompt starts with “use our character skill.” Same AI. The only difference is the skill.

Without the skill

A stiff, mannequin-like knight standing on a plinth, arms held out from the body
I asked for“A full character creation menu on par with World of Warcraft.”
Blocky outlaws in a dusty street, with tube arms and square shoulders
I asked for“The most insane Wild West shooter ever made by an AI.”

Bodies built from basic shapes in code. Stiff, blocky, and no amount of “make the models better” fixed it.

With the skill

Four Night’s Watch characters standing in the yard at Castle Black, in cloaks, furs and leather
A close-up of a Night’s Watch ranger: modelled face, long dark hair, beard and a fur collar

Modelled bodies, faces, hair and clothes, with motion-captured movement. This is Night’s Watch, straight from the skill.

One skill, three games

The three skills I use

voxel-world

Voxel World

Came out of Acorn Falls

A whole explorable town engine: buildings you can walk into, named residents who talk, cars, a train, day and night, and the small living details.

  • The working engine and a starter world
  • A plan that splits the map between a coordinator and up to ten specialist agents
  • A quality bar written from what I praised
  • A lean mode that takes about an hour instead of three

Used for: Port Solace, Rowanmere, Thornwick

dark-crawler-kit

Dark Crawler Kit

Came out of Grimhold

A first-person sword and shield dungeon crawler: torchlit stone, real combat, bosses, loot in four rarities and a full inventory.

  • Four finished levels as worked examples
  • Photo-based stone and wood materials with baked torchlight
  • The loot, gear and inventory system
  • 35 self-tests and a bot that plays the whole campaign

Used for: Night’s Watch, Opus Ring, and the loot and inventory in Hogwarts: Legacy of Magic

game-character-kit

Game Character Kit

Came out of Darth Maul: Sith Apprentice

Good-looking, well-animated characters: modelled bodies and clothes, motion-captured movement, weapons held properly, capes that behave.

  • Free-to-use modelled bodies, heads, hair and outfits
  • 60 motion-capture clips for walking, fighting and reacting
  • A recolour system so one outfit becomes a whole cast
  • A combat layer: combos, dodges, lock-on, hit reactions

Used for: Night’s Watch, Starfall, Opus Ring

Stacking skills

The real payoff is combining them. Night’s Watch is the crawler kit plus the character kit, in a new setting, with missions listed out. Opus Ring started from both as well. Hogwarts: Legacy of Magic pulled its loot and inventory straight from the crawler kit.

The skill-powered build197 words
I want you to use our dark crawler kit skill, as well as our character model skill that we created tonight.

I want you to create an incredible game, AAA quality, called Night's Watch. In the game, we are a member of the Night's Watch during Game of Thrones when Ser Alliser is Lord Commander.

There should be multiple missions:

1. It should start off with a sort of tutorial mission where we do an expedition beyond the Wall, fight some wildlings, and eventually fight a White Walker.
2. A level featuring the siege of Castle Black, with the White Walkers trying to siege the Wall.
3. A level where we go out beyond the Wall again with Jon Snow and those characters who go to capture a White Walker.

It doesn't have to be exactly that; those are just some ideas. I just want some variety and iconic stuff from the show.

We need to include the full inventory system, everything from the Grimhold builds. We also need to make sure the models look really good; I want to be absolutely mind-blown with this. It needs to have RPG elements, really good menu systems, UI, etc.

Opening prompt, Night’s WatchPlay the result: Night’s Watch

Same skill, new world54 words
I want to build a new city with the same quality and detail as Port Solace, but with a beautiful, autumnal castle fantasy vibe. It should be super charming, quaint, and gorgeous, set in a high-fantasy, fairy-tale-style world.

We should include elements like:
• Whimsical wizard towers
• Castles
• Other high-fantasy, charming features

Opening prompt, Rowanmere (built on the voxel skill)Play the result: Rowanmere

What a skill does and does not carry. On Opus Ring, the first result had great combat and great character models, because both came from skills. The world was still a 1 out of 10, because no skill covered an open world yet. A skill carries exactly what is in it. And a new world gets fresh art: I notice when a skill hands me the old town with a new name.

[ 07 ] Step 7: ship itFrom file to players

A file on my Desktop
is not finished.

The last stretch is getting it in front of people. The AI does most of this too.

  1. 01

    Ask for a showcase mode.

    Every chapter selectable from the menu, every track unlocked, fast travel to anywhere. It makes filming possible and it makes the game better for players who just want to look around.

  2. 02

    Run the sweep.

    One full pass for playability and bugs before the camera goes on. I use the pre-filming sweep prompt from the revision chapter.

  3. 03

    Capture the trailer from the game itself.

    The AI drives its own camera to record real gameplay, then cuts it. My rule: never open on black. The first frame is the best shot.

  4. 04

    Give it a page.

    Each game gets a landing page with real screenshots, an email signup, and a page to play in the browser or download the file.

  5. 05

    Put it in the Arcade.

    One place for every finished game, newest first.

Showcase mode22 words
Please just add it so by default we can travel to any site of grace, so I can showcase this game easier.

Final round, Opus RingPlay the result: Opus Ring

Intro and outro clips67 words
I need two clips:

1. Intro clip (26.30 seconds): it's going to be the intro for my intro voiceover. It should have the music from the game as soft background music. It should be super compelling, cinematic, and keep people entertained and wanting to see the full video.
2. Outro clip (29.15 seconds): it should be super scenic, beautiful, and get people wanting to play the game.

After the last build, Hogwarts: Legacy of Magic

Play all 19 games in the Arcade

[ + ] Under the hoodFor the curious

The AI needs
eyes on the game.

You do not need to understand this part to use it. You only need to ask for it. This is the scaffolding behind every bigger build, and it is why a three-hour run comes back better instead of just bigger.

[ 01 ]

Parts, not one giant file

The source lives in small numbered files. A build script joins them into the single HTML file and refuses to build if anything has a syntax error. The AI edits one small part at a time and cannot ship a broken game.

[ 02 ]

A self-test in the URL

Add ?test to the address and the game checks itself and prints a score like 113/113. Hogwarts: Legacy of Magic runs 113 checks.

[ 03 ]

A camera it can drive

A headless browser script loads the game, flies to named spots and saves screenshots. The AI looks at those pictures. This is the single biggest difference between a build that looks right and one that only runs.

[ 04 ]

A debug handle

A small console object for jumping to any spot, freezing time and reading out what is on screen. It is how trailers and landing page screenshots get captured too.

[ 05 ]

A build stamp

The build time printed on the title screen. More than once I was looking at an old cached copy and thought nothing had changed.

[ 06 ]

Backups outside the folder

Every build copies the source somewhere else. I have wiped my work folder by accident before.

Ask for the scaffolding140 words
Before you build anything else, set this project up so you can check your own work:

1. Split the source into small numbered parts with a build script that joins them into one HTML file and refuses to build if there is a syntax error.
2. Add a self-test I can run by adding ?test to the URL. It should print how many checks passed.
3. Set up a headless browser script that loads the game, moves the camera to named spots and saves screenshots. Look at those screenshots yourself after every change.
4. Put the build time on the title screen so I can tell if I am looking at an old copy.
5. Back the source up outside this folder on every build.

Never tell me something is fixed until you have looked at a screenshot of it.

Paste at the start of any big build

The walk test48 words
Add a test that walks the game the way I do: start at the front door, hold forward, and go up every staircase and through every doorway without teleporting. If the player gets stuck anywhere, tell me where. Run it before you tell me a level is done.

Paste before you call a level done

Three tests I learned to ask for

Tests must walk, not teleport.

A build reported that every staircase could be climbed. The test had been placing the player at the foot of each flight. When I played it, I could not get upstairs at all.

Check the showpieces are still drawn.

A speed-up quietly hid the 900 floating candles in the Great Hall for four hours of builds. Now the test stands in the hall and counts them.

Survive 30 seconds at the start.

One build passed 109 tests and killed the player in three seconds at spawn. I never saw the second room. Playable comes before pretty.

Where the good-looking parts come from

The single line “pull whatever assets you need from the internet” changed my results more than any amount of asking for better graphics.

Characters

Free-to-use modelled characters and outfits (the Quaternius packs), on one shared skeleton. Bodies built from basic shapes in code looked like programmer art no matter how many rounds we did. Models fixed it in one.

Animation

Motion-capture clips for walking, running and fighting, blended with hand-set weapon swings. This is why combat in the newer games feels right from the first result.

Materials

Free photo-based textures for stone, wood and leather (from Poly Haven), baked into the file. Everything else is drawn by code when the game loads.

Sound

Off by default while building. At the end, I add sound effects, music and voices generated with ElevenLabs, with a hard credit budget in the prompt.

Everything in one file

Models, textures, fonts and sound are all packed inside the HTML file. No server, no install. Double-click and it plays, and it can be hosted anywhere.

Adding sound on a budget53 words
Let's lock down the ElevenLabs stuff. I have 9,942 credits to burn. I want sound effects for spells, background music in game, and voices of students as you walk by saying the words you can see written above them. Sound effects and music are important, then voices. Only use these credits, no more.

Late round, Hogwarts: Legacy of MagicPlay the result: Hogwarts: Legacy of Magic

Keys stay out of the chat. When a tool needs an API key, I save it to a file on my computer and tell the AI where the file is. I never paste the key into the conversation.

Teams of agents, and splitting work between models

For the biggest worlds, one AI coordinates and several others each build their own piece at the same time. Acorn Falls was a coordinator plus ten specialists, each owning its own part of the map and its own file, in about two hours and twenty minutes. It works when nobody’s work overlaps and everyone looks at their own screenshots. It also uses a lot of a plan, so I only ask for it when the build needs it: “with as many agents as needed.”

Splitting work between two models70 words
GPT is working on making the castle feel better, more alive, and more realistic. I want you to focus on the mission structure and stories.

I want you to push yourself to the limits, like an actual AAA game studio, to design a mission structure that is genuinely fun and engaging. For example, right now when we go beyond the wall, it is just endless walking with nothing to do.

Round 5, Night’s WatchPlay the result: Night’s Watch

[ + ] What went wrongSo you can skip it

Eight mistakes
I paid for.

Most of what is in this guide came from a build that went badly. These are the ones that changed how I work.

[ 01 ]

I did not say 3D.

I asked for an “ultra-detailed map” I could zoom into and got a flat paper map. It cost about 30% of my weekly usage on that model.

Now: I say 3D or 2D in the first sentence.

[ 02 ]

The best part was hidden.

Hours of work went into a cavern behind the first boss. I opened the game and saw the same first room.

Now: New work goes on the title screen and in the first minute.

[ 03 ]

I asked for more of everything.

“Insane visuals, faces of the gods” got me four nebulas, four giant heads, a gate, three planets and three comets in one view.

Now: One hero per direction, dark sky in between.

[ 04 ]

I let it build from memory.

I asked for Hogwarts “at scale.” It furnished rooms on a floor plan it made up. Nice rooms, wrong castle, 2 out of 10.

Now: Real places start from a real plan.

[ 05 ]

I trusted a green test.

53 out of 53 passed, including the staircase. I could not walk up the staircase.

Now: Tests play the game the way I do.

[ 06 ]

I asked for a standalone-quality minigame.

I meant the quality. It built a second file.

Now: One game, one file. I say so.

[ 07 ]

I added features too early.

Quests, minigames and voices on top of a castle that was still a 3.

Now: Get the core to the bar, then build on it.

[ 08 ]

I accepted “done” at a 6.

The AI will stop when the game works. Working is not the bar.

Now: The stop condition is a number, and I repeat it.

[ + ] The prompt kitFill in, copy, paste

Build your prompt
right here.

Two builders that assemble a prompt in the structure from this guide, then four templates to keep. Nothing you type here leaves your browser.

Opening prompt builder

Your opening prompt

Revision note builder

Your revision note

Four templates to keep

Template: opening prompt99 words
I want you to build [WHAT IT IS], in 3D, in a single HTML file. [ONE SENTENCE ON WHO IT IS FOR OR WHAT IT SHOULD FEEL LIKE.]

I should be able to:
• [VERB 1]
• [VERB 2]
• [VERB 3]

It should look and play like [REFERENCE GAME OR ATTACHED IMAGE]. [THE TWO THINGS THAT MATTER MOST] matter most.

Do not show me a result until it is a 9 out of 10. Loop for [HOW LONG] and do not stop early. When someone who loves [THE THING] sees this, they should not believe AI made it.
Template: revision note67 words
[WHAT IS WORKING] is great. Leave it exactly as it is.

Right now this is a [SCORE] out of 10. Get it to a 9.

What is holding it back:
1. [SPECIFIC THING I SAW]
2. [SPECIFIC THING I SAW]
3. [SPECIFIC THING I SAW]

[SCREENSHOT ATTACHED IF IT IS VISUAL.] Put the improvements where I will see them in the first minute. You have [TIME BOX].
Template: turn a win into a skill70 words
This came out incredible. What made it a 10 for me: [THE SPECIFIC THINGS YOU LOVED].

Turn how you built this into a skill, so we can make more at this quality without redoing the work. Include the working engine as a starting point, the quality bar, and the mistakes to avoid. Then tell me how we could get a similar result in a fraction of the time and usage.
Template: build from a skill49 words
Use our [SKILL NAME] skill.

I want a new [KIND OF GAME] with the same quality and detail as [THE BUILD THE SKILL CAME FROM], but [NEW SETTING AND VIBE]. Fresh art and layout: do not reuse the old world.

It should include:
• [ELEMENT]
• [ELEMENT]
• [ELEMENT]

These four are the structure. The real prompts behind each game, the editable files and my skills are in the AI Creator Bundle, $9 one-time.

[ + ] QuestionsThe ones I get most

Asked
and answered.

Do you write any of the code?

No. I describe what I want, play what comes back, score it and say what is wrong. The method on this page is the whole job.

Which AI do you use?

Most of the recent games were built with Claude Opus 5.5 in Claude Code. Others in the Arcade were built with Claude Fable 5.1, Claude Sonnet 5.5 and GPT-6 Astra, and I regularly give the same prompt to several models to compare them.

How long does one game take?

The simple ones come back from a single run. The big ones take days of rounds: Darth Maul took two days of rounds, Hogwarts: Legacy of Magic took three days.

How much does it cost?

It depends on how long you let it run. When people asked on YouTube, I checked: the Spider-Man build used 83.9 million tokens. Long loops and teams of agents use a lot of a plan. Skills are how I bring that down.

Why one HTML file?

It opens with a double-click, works offline, can be emailed, and can be hosted anywhere. 92 of my opening prompts asked for it by name.

Why score so low?

Because the number is an instruction. A 6 gets small changes. A 2 gets a rethink. I score what I actually feel when I play the first minute, and the target is always 9.

What about games based on films and other games?

They are free, unofficial fan projects, and each one says so on its page. They are not sold.

Prompts, files, skills. Video guides coming soon.

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