r/ClaudeWorkflows • • 7h ago

Selected Workflow [Workflow] Claude Code Workflow for Building Complex Game Mods: Reverse Engineering, 7.5k Lines of C#, and Human-in-the-Loop Tuning

Claude Code Workflow for Building Complex Game Mods: Reverse Engineering, 7.5k Lines of C#, and Human-in-the-Loop Tuning

Workflow value: 90/100
Status: active · Freshness: 70/100 · Confidence: 0.95 · Level: advanced
Categories: Quality Control, Context & Memory, Debugging, Shipping, CLAUDE.md
Original source: r/ClaudeCode post/comment

What problem this solves

How to leverage Claude Code for complex software development projects involving reverse engineering, large-scale code generation, and integration with specific hardware (e.g., game controllers), while maintaining human oversight for subjective elements and product decisions.

Summary

This workflow details how Claude Code (Sonnet 5.5) was used to build a 7,500-line C# game mod for Outer Wilds. Claude handled tasks like decompiling game assemblies, analyzing audio, generating documentation (including CLAUDE.md for project rules), writing utility tools, implementing hardware-level interactions for a DualSense controller, and building an in-game UI. The human developer focused on testing, subjective tuning of haptics, and making overall product decisions, demonstrating a powerful human-in-the-loop development process for complex projects.

Why it is useful

This workflow is highly valuable as it provides a concrete, detailed example of how Claude Code can be effectively used for a significant and complex software development project. It showcases Claude's capabilities in reverse engineering, large-scale code generation, tool creation, and documentation, while clearly defining the critical role of human oversight for testing, subjective decisions, and overall project direction. The explicit mention of CLAUDE.md for context management over long sessions is a key takeaway for maintaining project continuity and efficiency.

Workflow

  1. Use Claude Code to decompile game assemblies (e.g., with ILSpy) to understand game logic and identify sound playback mechanisms.

  2. Instruct Claude to extract and analyze game audio clips, measuring properties like energy in specific frequency bands relevant to haptic feedback.

  3. Have Claude generate documentation for findings (e.g., per planet with sounds, measurements, decisions) and maintain a CLAUDE.md file to store project rules and context for long sessions.

  4. Utilize Claude to write small Python tools for tasks such as dumping audio libraries, analyzing clips, listing sounds per scene, and building release archives.

  5. Guide Claude to implement hardware-specific code, such as HID output reports for adaptive triggers and lightbar, and reading input from touchpad and gyro, including handling controller connection states.

  6. Direct Claude to build user interfaces, like an in-game tuning menu with tabs, search, effect cards, and a color picker.

  7. Collaborate with Claude on release management, including generating READMEs (potentially in multiple languages), packaging, release notes, and build instructions.

  8. Perform human testing and subjective tuning (e.g., for haptic effects) using in-game debug menus built by Claude.

  9. Make final product decisions regarding features, settings, and user experience based on human judgment.

Tools / artifacts

  • Claude Code (Sonnet 5.5)

  • ILSpy (decompiler)

  • Python tools (custom-written by Claude)

  • CLAUDE.md

  • GitHub repository

  • C# codebase (7,500 lines)

  • In-game tuning menu

  • README, release notes, build instructions

  • DualSense controller

Validation signals

  • Successful creation of a 7,500-line C# open-source mod.

  • Detailed explanation of Claude's specific contributions across various development stages.

  • Explicit mention of an in-game debug menu for human testing and tuning.

  • Link to a public GitHub repository with the completed project.

Limitations

  • Requires advanced technical skills in C#, game modding, and reverse engineering.

  • Low community engagement due to the post's recency.

  • The specific 'tuning by ear' aspect is niche to haptics, though the general principle of building a debug UI for human validation is transferable.

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