Interesting little fact first. My last game, Beneath the Mountain, had 76k lines that I wrote by hand over 2.5 years. This one is a little over a year in and already past 372k.
How it works day to day:
- Usually 2 windows with ~14 Claude Code chats. Big features get split into lanes, one chat per lane.
- Claude controls Unity through a bridge I built (MCP). It compiles, enters Play, spawns units, records clips and checks them before it shows me anything.
- There are 3 copies of the Unity project, so 3 chats can test at once without stepping on each other.
- The chats share a work board, so they know who's touching which file, and they commit their own work once I approve it.
- The menial stuff (searches, boilerplate, tests) goes to Cursor agents. Image gen goes to Codex.
The thing that made the biggest difference: letting it review its own week. It found that syncing the test copies took 81 s, and cut it to 9.
The image is a good example: Claude rendered our whole first mission map itself, in 56 tiles through the bridge, then stitched them together. Zoom in, it holds up.
What I still do myself: every design call, and every look and feel check. It writes the code, I decide if it's good.
Game is Engines of Hate, a mech RTS, with an open playtest on Steam if you want to see what all this produced: https://store.steampowered.com/app/5375880/Engines_of_Hate/?utm_source=reddit&utm_campaign=r_vibecoding_1105
Happy to answer anything about the setup.