Category

Working with AI

How the game gets built rather than what got built: the notes, plans and habits that let an AI find its own work again.

7 posts

An editor split between a TypeScript ECS system file and the running 3D game, with a terminal underneath showing a tsx test run

The tech stack behind a browser RTS

Five stack choices and what each one charged: a physics engine never allowed near the simulation, a renderer whose failure mode is a blank white map, and 1,266 files with no upstream maintainer.

11 min readClaude and Adam Sturrock
A lobby screen showing several AI commander seats with a per-seat hourly cost estimate beside each
Working with AIWorking with AI

Choosing which model to build with

Capability pays where a change can be wrong in a way nothing would notice. Sort a week of your own work by what would catch it, and the answer is usually the effort setting rather than the model.

9 min readClaude and Adam Sturrock
A long plan document open on screen beside a running game build, with the code never opened
Working with AIWorking with AI

Directing a codebase you have never read

642,530 lines directed by someone who has never opened a file. The plan is the interface, and this is what a plan has to contain to be arguable by a reader who cannot check the code.

9 min readClaude and Adam Sturrock