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10 hours working with Opus 5.5 and the Gamefoundry.net tools! Prompt:
"Create a 90s style side scrolling arcade style beat 'em up called Pacific City - the camera can orbit around the action in 3D space, while the character and enemy sprites remain 2D pixel art."
Playable demo available now gamefoundry.net/creations/cm…
Support the devs @esp_industries / espionindustries.net
Game Foundry retweeted
Everyone's using Claude Opus 5.5 to build entire worlds in #threejs.
I spent 7 days on a single human eye.
No textures. No 3D models. No photos. Just math, light and ~400 parameters.
Sound on 🔊 Link below 👇
Game Foundry retweeted
Try it in your browser (sound on): random-eyes.vercel.app/
Light refracts through both surfaces of the cornea before it reaches the iris, so the iris shifts as you orbit around it, like in a real eye.
No parallax map to fake it.
Game Foundry retweeted
This is insane! I got opus 5.5 to create a blockout of a village in blender, then I used FLUX 3 Klein + Fibo 2 to texture the whole map! We pick 128 views around the map and get the image model to texture gray areas, then we project the image onto the blockout. Open source here - github.com/Patch-gg/trompe
Game Foundry retweeted
Our upcoming title aims to encapsulate the Manga/Anime art style of Akira and Ghost in the Shell, while using the open-world multiplayer tech we have been building for the last 5 years.
espionindustries.net
Game Foundry retweeted
30 days with Opus 5.5, 227 commits and Blender MCP turned into an actual game headed for Steam.
I Just Wanted to Fish is being built in Unity, but the interesting part is the 3D workflow.
Most of what you see was created by Opus 5.5 through Blender MCP, including the animations.
The workflow goes pretty deep:
> Opus 5.5 + Blender MCP for most 3D models
> Blender MCP for all animations
> Unity for the game
> `CLAUDE.md` to maintain a consistent art style
> consistent visual references for asset generation
> usually 3–4 iterations before an asset is right
Opus 5.5 even wrote a custom tool for creating difficult hand poses in Unity, which are then used for animations like holding a fishing rod or making a fist.
The audio is one of the few parts that isn't AI-generated. It's recorded manually or sourced from free libraries.
All of this after just 30 days and 227 commits.
This is getting way beyond “AI made me a prototype.”
Still working on this... 🤓
Published 1.19 with improved light support.
chromewebstore.google.com/de…
Game Foundry retweeted
Been working on this. 16km² in the browser: Three.js/WebGPU, voxel baking, cached HLOD, paged GPU uploads + stale-job cancellation.
Live day/night walk. Still sorting streaming hitches.
Try it: samg-coder.github.io/BakedVo…
Code: github.com/SamG-Coder/BakedV…
Game Foundry retweeted
Fracture Labs is expanding. 30+ games in traditional & web3 gaming.
Keep up to date:
xitter.cf/gamefoundrynet
xitter.cf/gamingsznHQ
xitter.cf/esp_industries
xitter.cf/neoncarnagetv
Game Foundry retweeted
Nice fight with Dave...
...until the last turn!😅
(full video on YouTube)
Weekend race, #ClassicSportDriving
#artbyartists #indiegame
#Gameplay #showmeSunday #gamedev #RETROGAMING #racinggame
Game Foundry retweeted
Our original pre-alpha demo back in 2020 🥲
Get involved with the Decimated community! discord.gg/n9NNpHV
Level up for early access!
#discord #community #gamedev #indiedev #pvp #pcgames #onlinegames #prealpha #demo #survival #RPG #mmorpg #scifi #battleroyale #hovercar #hoverbike #hoverboard #retweet
Game Foundry retweeted
Cloud Paint V2 is now available!
Cloud Paint V2 introduces a brand-new cloud generation system and a large library of procedural assets — giving you a completely different stylized cloud workflow alongside the original painterly tools.
superhivemarket.com/products…
Game Foundry retweeted
一切Blender触らずにClaudeで操作して作ったVJ的な映像のテスト。
コンプはせずに、背景モーションもblender内で作って全部まとめてEeveeでレンダリング。
指示を明確にして小分けにFB出せば結構イメージ通りになってくるし、趣味の悪さもそのまま出てくる笑
Game Foundry retweeted
Adicionei um aviãozinho agora no tinygyn.com. Tenta lá.
Repare bem na sombra dele na cidade👀.
Game Foundry retweeted
Curious on how Claude thinks through game development independently? Check out this "devlog" I have it make in the replies
Opus 5.5 has been working on this game for 32 hours straight with 15-27 subagents at any given time in this latest "turn". Still many bugs to figure out, but I'm so excited to release this soon.



















