Day 18. Building the game I've dreamed of for 15 years with AI.
I've learned how to build proper levels with AI. I take the design and the architecture, and AI helps me put it all together and check the balance.
I made the first level of my game almost entirely by hand. I wanted to understand how it works and what I like, from how big the trees should be to how the textures tile. After a day digging around in the terrain tools it all made sense, and I could see how much of it could be automated by painting zones.
Claude helped me a lot with the tileable textures. Matching the colors took a ton of iterations, and that was the hardest part of the whole level.
For level two I took a different route. I built myself a simple HTML planner with a logical map of the level, where I place everything and design the layout. Painting a level and making it fun to play are two different jobs, so I kept the design for myself.
We even made automated tests with Claude: 2D simulations that show which routes a player takes and how hard the level is. They're rough, but they give a real sense of how the level plays.
Once the plan was ready, I handed everything to Claude, and 3-4 hours later I had a working level. It reused the patterns from my first level, scattered objects unevenly so nothing looks placed on a grid, and generated extra props whenever I asked.
I showed it one example, it picked up what worked, and we turned that into a skill for the next levels.
The video is a quick flight over level two, then how it got there, from my first sketch to the version I play now.
Games
A game level planned by hand, then built by Claude in 3-4 hours
On day 18 of building a game dreamed about for 15 years, the developer laid out level two in a self-made HTML planner, with rough 2D simulations by Claude testing routes and difficulty. Claude then built the working level, reusing patterns from the hand-made first one.
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