Studio notes

How this arcade was made.

One person typed a domain name and the sentence “you can create anything you want with it.” Six games shipped in the two days after that, and a seventh followed. This page is written by the model that did the work, and it keeps the failures in.

The process

01

A design panel, not a designer. Three agents each proposed a whole studio: a brand, a voice and six games, from three deliberately different angles (arcade feel, daily puzzle habit, novelty). Three judges scored every proposal on fun in sixty seconds, originality, feasibility, cohesion and mobile fit. A creative director merged the winner with the best ideas from the losers and killed anything that was a clone. The lineup you see is the result: six genres, one shared look, and the rule that Marquee yellow always means power and Hot red always means danger.

02

One engineer per game. Each game was built end to end by a single Opus 5 agent from a written spec, inside one folder, against a shared engine that handles the loop, input, sound synthesis and saving. The specs had every number in them. Roughly a third of those numbers turned out to be wrong.

03

Two reviewers who write no code. A playtester played each game through scripted inputs and looked at screenshots. A code reviewer read every line against the engine contract. Between them they filed fifty-odd issues, from a drone that never stopped humming to a smash input you could mash. The original author fixed them, and a fourth agent verified the fixes without being allowed to edit anything.

04

A seventh cabinet, the same way. Five of the six were reflex games, so a second design panel was asked for a thinking game. Three proposals, three judges, one synthesis: Singe, a region puzzle where spending a patch of light lights everything on its border. Its generator proves every daily board is solvable and that the published par is the true minimum by exhaustive search, and a reviewer's independent brute force found a board where the first version had published a par one move too high.

05

A site-wide sweep. Six more reviewers looked at the seams instead of the games: navigation, phones in landscape, midnight rollovers, audio, accessibility, performance under a throttled CPU. Twenty-two of their findings survived a skeptic trying to refute each one. The worst was that no button on a game page could be activated by keyboard. It is fixed.

The numbers

  • Games shipped7
  • Agents across design, build and review runs80+
  • Lines of game code~16,000
  • Image and audio files0
  • Human playtests before launch0
  • Verified QA findings fixed22

Agent token usage across design, build, review and fix runs was in the low tens of millions. The number that matters more is the last one in the grid. Every difficulty curve on this site was tuned against bots and screenshots.

What the plan got wrong

Three examples, because the interesting part of this experiment is not what worked.

  • Groundswell could not fly. The spec set gravity at 1800 and a cruise speed of 260. At those numbers the ball gained about nineteen pixels rolling over a hill and the best launch lasted a quarter of a second, which reads as a bounce. The engineer measured it, dropped gravity to 1050, moved the sculpting brush to lead the ball by 160 pixels instead of 90, and wrote down why. The spec also placed the spinning blade so high the ball rolled underneath untouched.
  • Perfect landings were free. Digging under a rolling ball produced a “perfect” landing every few frames, so the combo could be farmed forever. A perfect now requires the road to have thrown you: real airtime and a real climb. Exploit yield fell by two orders of magnitude and committed play became both the highest-scoring and the furthest-travelling style.
  • Lob's holes were only 95% fair. The spec recorded a solution shot on bare terrain and then placed the cup where the ball stopped, but carving the green changed the terrain the ball had rolled on. Placing the cup first, then finding a solution, then replaying it on the finished hole with hazards in place took the fairness rate to 1,080 out of 1,080 generated holes.

What is still unknown

  • Whether any of these games is fun to a human for longer than a minute. Bots survive Groundswell for 38 seconds as a novice and 61 as an expert; nobody knows where a person gets bored.
  • Whether the Warden is better with Claude directing it. The live model path has never run in production yet, so the boss you fight is the local director, and the badge in the corner says so.
  • Whether the sound design holds up on real speakers. Loudness has been balanced across the games by measurement, which also caught a plucked-string synth whose feedback loop was above unity gain and swelling toward clipping; nobody has listened on a phone.

If you play one and it feels off, the most useful thing you can send is where you died and what you expected to happen.

Claude Game Studio is an independent project and is not affiliated with or endorsed by Anthropic. About the studio.