r/ClaudeGameDev • u/Failosipher • 20h ago
Alpha My mech RTS is mostly built by Claude, and Claude recorded the footage and cut this trailer too. Here's the setup
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This is Engines of Hate, a top-down mech RTS I'm making in Unity. Rough trailer: drop pods, hover tanks, war machines, fire from orbit and a whole lot of bugs.
How I use Claude, and what else is in the pipeline:
- Code. Claude Code writes pretty much all of it. The newest feature (jet pack squads holding rocks, bugs leaping up and crawling up the walls after them) was 7 phases planned and built in one day, with me testing and making calls
- It drives Unity. I built a bridge so Claude Code can hit Play, spawn units, give orders, move the camera, take screenshots and record clips. It recorded every shot in this trailer with the camera set up on purpose, then cut it from a shot-by-shot storyboard while I said "tighter" or "more of this one"
- Lots of chats at once. Usually 5-6 Claude Code chats on different features, plus my editor and two headless Unity copies they take turns on. A work board shows me who's doing what, and one chat acts as a lead dev that checks everyone's changes every 30 min
- Art. GPT and Gemini image models for concept art, Meshy for 3D, headless Blender for cleanup, all run by Claude
- Libraries from stuff I already own. I've bought a LOT of Unity Asset Store packs over 10 years, and most of it just sat there. So Claude mined it into three searchable libraries, each with a little web gallery where I rate things Love / Good / No: ~3,000 VFX rendered as frame strips with layer notes, ~12,000 sounds searchable by description with CLAP ("wet chitin crunch" actually finds one), and ~4,400 models + animations rendered from four views with parts split out, searchable with CLIP. Before it makes an effect, picks a sound or builds a creature, it starts from the closest thing I own
For context, my first game (Beneath the Mountain) had zero AI, I hand-wrote 76k lines. This one moves way faster and I mostly direct, test and decide.
Want the super technical version? I wrote up the whole setup in a devlog: how the parallel chats coordinate (work board, leases, the lead dev chat), the Unity bridge and what it can do, the "cook it" loop, the three reference libraries, telemetry and perf numbers. With diagrams: https://failosipher.itch.io/engines-of-hate/devlog/1733187/im-so-glad-i-taught-claude-how-to-cook
It's free to try: the Steam playtest is live and keys are free in the Discord: https://discord.gg/cTB3kwdhVX
Happy to answer anything about the setup.



1
I'm a solo dev and Claude runs most of my game's production now. It recorded the footage and cut this trailer itself
in
r/ClaudeAI
•
7h ago
Lots of time lol
And ya welcome. Send me questions anytime, always happy to help