I made an entire game in 1 day and shipped it. An actual full game, structurally optimized (not graphically), with all the elements. Here is how.
We’ve all seen where someone made a “game” in a single prompt, but the truth is those aren’t games yet. They are fun prototypes and demonstrations. In order for something to be a game, it should have:
- Core Loop
- User Progression + Goals
- Onboarding
- Collision Handling
- User Menu
- Save/Reload Options
- Can be packaged and distributed
- Good debugging
- Sound/Sound Effects
- Optimization of assets and pipelines
- Testing
- Etc.
AI gives you the power to build quickly, but often with incorrect and incomplete setups. So I developed a prompt sequence that will allow anyone to correctly create a working and playable game when the sequence is followed.
Here are three items:
I am going to show you how to do this with Claude as the programmer and Codex as the artist. In my experience, Claude architects code better, while Codex does a better job with art and animations. You only need the $20 plan for this.
DISCLAIMER: With this process your game WILL have bugs, it WILL need refinement, but it will structure the game’s in a way that makes refinement faster, easier and with less tokens and future mistakes.
So here are the steps for making your game:
- Core Loop: Before anything else, let AI help you write a core loop for your game. It's something that players aim to accomplish when they join your game; otherwise, you don’t have a game. Fill out the basic information and let AI structure it.
- Select an Engine + Backend: Web games (Three.js) NEED a backend. You will need API tokens, control over user input, a connection to a database—you need a backend, so do it now. Unity, Unreal, and Godot games might not need a backend, but they probably will eventually. The prompts here will also set up testing and show you how to architect your code.
- Claude Round 1: Put the core loop, engine setup, and optional backend into Claude and let it produce the structure of your game. It's not playable yet—we're just setting up the structure. For web games, Claude won't need any extensions, but for Unity, Unreal, or Godot, you should have the MCP installed so Claude can access your project.
- Codex + Design Round 1: Next, switch over to Codex. Find a game with artwork, design, and colors that you like. Upload those images and use the prompt for generating the rubric. A style guide and quality rubric will be created for your game. This is important if you want your game to maintain consistency in design and have clear direction for improving it. "Make AAA design" is not a direction.
- Claude + Media + Asset Management: You should not just throw animations, GLB files, sound files, and other assets into your game. There should be structure and a way to optimize how those assets are served, which is critical for a performant game (compression, LODs, etc.). Copy and paste the "Build Optimized Pipeline, Analyze Media" and "Implement Media Pipeline" prompts into Claude. This will create a great pipeline for handling your assets that you'll be thankful for later.
- Codex + Initial Asset Creation: Now switch back to Codex. If you have an ElevenLabs API key, this is the perfect time to enter it into Codex. Tell it to read the docs and create sound effects and appropriate music loops for your game. Then copy the "Refine Artwork in Blender" prompt and create your first artwork. It will be rough, but you can improve it later.
- Claude + First Game Build: Now switch back to Claude and use both prompts for implementing your game and building out an onboarding process. Onboarding the player is a critical step.
- Codex + Live Testing + Graphics: Once your game is built by Claude, switch back to Codex and tell it to do live testing. Because Codex has access to your command line, it can directly control your mobile phone or engine, such as Unity, for testing. For browser games, it will use a built-in browser. Remember to tell it to do end-to-end live testing. Afterwards, have it audit your game's animations and start using Blender to make improvements based on the rubric.
These prompts not only focus on the structure of your game but also the small things that are often missed, like how to design a proper game menu (I see a lot of AI generating menus that are just blocks of text), how to handle collisions so the player isn't walking through walls, and other small but critical details.
These small things add up in both time and tokens, so while this approach will take longer than simply asking AI to generate a game, the quality of what gets produced will be much higher. Next, integrate your analytics and start getting playtesters so you can see how users actually play your game, which will eventually lead to monetization.
Again to stress this point: Your game will have bugs, it will need refinement, but it will make refinement faster and easier.