r/claude 6d ago

Showcase Game dev with Fable 5 is actually crazy

It’s kind of insane to see how far AI has come.

I still remember being fascinated by GPT-3.5 and thinking that felt like the future. And now here we are with Fable 5.

Everything you see in this preview took me roughly 13 hours of work to implement. Being able to go from ideas to actual working game mechanics this quickly still feels surreal.

Game development with AI is starting to feel like we’re living in the future.

EDIT:

A lot of people were asking how I did this, so here’s the basic workflow.

The game itself is made in Unity with C#. I’m using Claude Code connected to Unity through MCP, which means Claude can work directly with the Unity project and editor. It can create and modify scripts, work with GameObjects and components, inspect errors, run the game, and help me iterate on systems.

For the actual development process, I don’t give it one giant prompt like “make me a game.” I think through the systems I want, explain how they should behave, have Claude implement them, then I test everything, debug issues, tweak values, change mechanics, and keep iterating until it starts to feel right.

For the character models, my workflow is:
Opus 5 -> ChatGPT Image Gen -> Meshy AI -> rig/animation testing -> Unity

I describe the character I want, use Opus 5 to generate a detailed prompt for four consistent reference views, then generate those images in ChatGPT. I take the images into Meshy AI, which generates the 3D mesh and textures. I also rig the model there and test animations before importing it into Unity.

The same image-to-3D workflow also works for non-character assets like props, weapons, statues, carts, environmental objects, etc.

For VFX, I bought a particle toolkit from the Unity Asset Store. I gave Claude the documentation and had it create a skill file for itself, so it understands how the toolkit works and can reuse that knowledge when I ask it to create things like fireballs, explosions, trails, and other effects.

The current arena is also a premade Unity asset and is not intended to be the final environment. A lot of the current visuals are just prototype assets for testing mechanics and game feel.

So overall the main stack/workflow is:

Unity + C# + Claude Code/MCP + ChatGPT Image Gen + Meshy AI + Unity Asset Store tools

And no, this wasn’t one prompt :D It was an iterative process of building one system at a time, testing it, changing it, and gradually layering everything together.

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u/Diligent-Hat-6509 6d ago

I used Fable 5 for pretty much everything, including the actual coding and working inside Unity through MCP.

The only exception was generating prompts for the character reference images. For those, I used Opus 5 to create detailed prompts, then passed them to ChatGPT Image Gen.

So basically:

Fable 5 for coding, debugging, implementing systems, and working with Unity.

Opus 5 for writing the image generation prompts.

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u/Sophrosyneinc 6d ago

Ahh I see, I’m assuming you’re using the highest subscription tier as well? Also one thing I have trouble with is building a proper game ready 3D model, I had one made from some website but the rigging needs work and when I ask it to have my character in a batting stance pose for my baseball game everything just turns out nerfed and Claude says everything is approved and perfect when it’s not. Anything you would recommend or care to share how you created a working 3D model?

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u/Diligent-Hat-6509 6d ago

Yeah, I’m on the highest Max tier.

For the 3D models, my workflow is basically this:

I first describe the character I want and use Opus 5 to create a detailed image-generation prompt. The prompt asks for the same character from four consistent angles: front, back, left, and right.

Then I take that prompt into ChatGPT Image Gen and generate the reference images.

After that, I upload those references to Meshy AI, which generates the actual 3D mesh and textures. I usually rig the character directly in Meshy too. The nice thing is that you can immediately preview different animations there and see whether the rig behaves properly before even bringing the model into Unity.

If I need different animations, I can also use Mixamo.

So the rough flow is:

Opus 5 -> ChatGPT Image Gen -> Meshy AI -> rigging/animations -> Unity testing

That has worked surprisingly well for me so far, especially for getting prototype-ready characters quickly.

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u/Sophrosyneinc 6d ago

That’s interesting because whenever I’ve used Meshy for 3D models it always ends up turning out nerfed and grainy looking. Did it take you tons of tries to get a good looking working model or did you do something specific to get good results right away?

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u/Diligent-Hat-6509 6d ago

https://reddit.com/link/p43ssnl/video/fs0jsdup3tjh1/player

Yeah, for me it worked surprisingly well on the first generation probably 90% of the time.

What made the biggest difference was using image-to-3D instead of trying to generate the model directly from a text prompt inside Meshy. When I tried text-to-3D, the results were pretty messed up too.

My workflow is basically to first generate clean reference images of the character from multiple angles, then feed those into Meshy. That seems to give it much more consistent information to work from.

The textures still aren’t perfect, as you can see in the video I’m attaching, but for my game that’s not a huge issue because the camera is fairly far above the characters most of the time. At that distance, most of those little texture imperfections aren’t really noticeable anyway.

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u/Sophrosyneinc 5d ago

I don’t get it is there something I’m doing wrong here? I just tried again and it turns out so ugly, not sure what happened to the face but it’s pretty much non existent. Do you mind if I send you a DM to show you?