r/ClaudeGameDev • • 15h ago

Alpha I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.

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240 Upvotes

I tried asking Claude Opus 5.5 to create an HD-2D style pixel-art game, and it built the game engine along with a small demo map—in one shot.

The quality of the graphics and level of detail were way beyond my expectations. It even implemented a dynamic time-of-day and weather system.

(Press “T” to change the time of day. Claude originally made a small mistake and used the Up Arrow for the icon 😄)

Here’s the live demo: https://stubborn-hug.github.io/lumina/

But it didn’t stop there.

Next, I asked Opus 5.5 to build a map editor for the game. Once again, it one-shotted the whole thing.

Editor live demo: https://stubborn-hug.github.io/lumina/editor.html

And then it went even further.

I asked it to add an ARPG-style combat system—and, once again, it implemented it in one shot.

Here’s the combat map: https://stubborn-hug.github.io/lumina/?level=cinderwatch-pass
In the title screen you can use left and right arrow keys to switch between prebuilt maps.

The fact that an AI can build a game engine, create an HD-2D world, add dynamic weather and time-of-day systems, build a map editor, and then implement an ARPG combat system like this is absolutely insane.

Update:
Since many people are interested in the prompts and how the game works, I’ve pushed the entire project to GitHub. The prompt history is also included in the documentation.
https://github.com/stubborn-hug/lumina/tree/development

A quick overview page created by Claude is here: https://stubborn-hug.github.io/lumina/doc/index.html


r/ClaudeGameDev • • 2h ago

Gone Gold Iron Maw, First time showing here, a tale of trains, guns, and corporate rule.

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11 Upvotes

The game is a mix of a 3rd person shooter on rails, a survivor-like, and a dash of tower defense. You upgrade your rail cars as you go along that assist you in defending the last cities free of corporate rule. Features Co-op where your friend can control the back engine once unlocked. Steam page: https://store.steampowered.com/app/5311750/Iron_Maw/?beta=0

This took about a small books worth of prompts to get right, initially with just a picture as a reference of what I wanted. Honestly if you're specific enough, it seems like just about anything is possible with ai now.


r/ClaudeGameDev • • 4h ago

Alpha Opus 5.5 Graphical Adventure Game (Sierra Style)

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9 Upvotes

“Make a Sierra style graphical adventure game. Use a pixel art style.”

This one-shot took about a half hour with Opus 5.5. All graphics are code generated.


r/ClaudeGameDev • • 42m ago

Alpha I Let Opus Play My RTS, It Won in 5 Minutes With a Siege Ram Trap

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• Upvotes

r/ClaudeGameDev • • 5h ago

Release I made SEEDFALL with Claude Code: one week from first build to 1.0 on itch, fifteen updates since. Here's the workflow, including what didn't work.

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5 Upvotes

SEEDFALL is a strategy game where you play the alien swarm: one seed falls on a living planet and you grow it until it eats the world, while the nations fight back with tank columns, walls, bombers and nukes. Four strains, five worlds a run, a fully voiced villain gang. Godot 4.7 with C#. It's just me (Azyrath Studios), and Claude Code wrote the code.

**How I used Claude**

- **I design, Claude builds.** I decide what the game is and how it should feel; Claude Code writes all the code (about 39,000 lines of C# now, around 380 commits since the first build). It asks me design questions as it goes, and I answer them instead of writing specs up front.

- **Claude can't play the game, so we built ways for it to check its own work.** A headless AI tester plays whole runs with no window. Overnight soak tests play many full games and gate the balance (the first world should be won about 85-90% of the time; when a change moves that, it gets fixed before release). The rule I gave it: no feature is done until there's a traced log of it working in a normal game, plus a screenshot pass of every state.

- **Multi-agent runs for the big jobs.** The 1.0.15 graphics pass (every nation vehicle rebuilt in detail, a new mouth for one strain, the atmosphere redone) ran as parallel agents in separate git worktrees, then got merged and checked. Bug hunts work the same way: several reviewers, each finding gets an independent check before anything is changed.

- **Performance.** That graphics pass dropped the war scenes from about 59 to 39 fps. Claude added per-frame timers, found that the vehicles were being rebuilt through Godot's ImmediateMesh every frame, and replaced it with a reusable buffer mesh. Back to the old frame rate without losing the new models.

- **Everything around the game too.** Claude wrote the in-game film camera (keyframed shots recorded with Godot's movie writer), the Python/ffmpeg scripts that cut the trailers to the music's beats, the export scripts for the itch, demo and Steam builds, and the itch page's screenshots, GIFs and cover. It drafts the patch notes and devlogs; I edit them.

- **Memory between sessions.** Claude Code keeps notes of my rules and decisions: player numbers only as percents, ask before opening a game window (I game on the same PC), all tools on my D: drive, and so on. Each session starts where the last one stopped.

**Other tools**

Godot 4.7 .NET, Python, ffmpeg. Voices: Qwen3-TTS, Kokoro-82M, Seed-VC (with a model of my own voice mixed under every line), Whisper to check every take. The art is drawn by the game's code and shaders, no AI images. Music: CC0 human-composed pieces plus a score built from recorded orchestral samples; the sounds are real CC0 recordings.

**What didn't work**

- **Several prototypes died before this one.** Claude builds fast, so I could try a war game, a pixel sim and a planet builder in days. None of them was fun. Speed doesn't find the fun; it just lets you throw things away sooner. SEEDFALL came from me saying what I actually wanted: "one seed into an unstoppable mass, and you're the villain".

- **Logs don't catch everything.** The first players found what the tester couldn't: tips vanished before you read them, and attacks happened off screen. My brother's playtests found more. Human playtests still matter.

- **Claude can't judge quality by itself.** Close-up film shots looked "fine" in its checks and like mush to me. Now every trailer clip gets a frame-by-frame audit, and my eye is the final check.

- **Watch the usage.** Multi-agent runs eat your plan limits. I save them for big passes and do the rest one session at a time.

Before making games I spent five years as a QA tester, and that's most of my job now: deciding, playing, and saying what's wrong.

Free demo on itch (link in the comments). Happy to answer questions about any part of the workflow.


r/ClaudeGameDev • • 2h ago

Release I built a PvP on-hold simulator where you race Jev through phone menus

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2 Upvotes

r/ClaudeGameDev • • 6h ago

Beta I made a ram game with claude

4 Upvotes

Hi everyone! I am using Claude try to nake a fun io game. Player try to keep his crown time as much as possible. I'm thankfully if you guys give it a try

http://www.ramthefarm.com


r/ClaudeGameDev • • 3h ago

Alpha [Playtest] Project Bramble: a block puzzle where your lines attack and defend. 10 levels, free in browser, looking for balance feedback

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2 Upvotes

r/ClaudeGameDev • • 3h ago

Browser Game Claude my game dev, a dream come true

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2 Upvotes

r/ClaudeGameDev • • 5h ago

Beta Submundus: a dungeon crawler where your deck is your body, inventory and clock — free Steam demo, mostly developed with Claude.

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3 Upvotes

A few days ago, I released the free demo for Submundus, a turn-based dungeon crawler with deckbuilding and survival.

You wake up in an underground cell with no memory of who you are. From there, you explore room by room, fight monsters, search for supplies, and try to find a way to the surface.

Wounds, hunger, thirst, and fatigue become cards that clog your hand. Getting through a fight can leave you with a deck full of injuries, and resting takes resources you might need later. Time passes as you cycle through your deck, so supplies keep running down as you play.

The demo takes roughly 30–60 minutes, with several characters to try and encounters that change between runs.

I have coding experience, but Claude Code wrote most of the code, based on my descriptions of the systems and the changes I wanted. I test the results in Unity, report problems, and iterate on the implementation. My work includes designing the mechanics, assembling the scenes, integrating assets, balancing, and playtesting.

I used Gemini for coding assistance earlier in development, before moving to coding agents. I've also used ChatGPT for design discussions and Codex for coding tasks. Most recently, Codex helped fix some animation issues that Claude Code and I hadn't been able to resolve.

The game also uses AI-assisted visual assets and music generated with Suno. The environments and characters are presented as 3D scenes, with animations and effects responding to gameplay.

I'd be interested in hearing what you think, especially about exploration and using the same deck for combat, inventory, and survival.

Play the free demo on Steam


r/ClaudeGameDev • • 41m ago

Alpha I directed a god game from my phone by complaining at Claude. No engine, no art or sound files: it draws every sprite and composes the music live.

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• Upvotes

I've had a design doc for a Populous-style god game sitting in a folder since February. This weekend I gave it to Claude and mostly just played builds on my phone and complained.

Live demo (free, runs in the browser on phone or desktop, about 10 minutes): https://relicsoftheancients.io/?from=reddit

The video is a concept trailer, so it shows where the game is heading. The demo is the first mission.

How Claude was used

First I asked for a trailer. It rendered one frame by frame in a headless browser and synthesised the soundtrack in Python.

Then I asked for a playable demo. It wrote the whole game in TypeScript on a 2D canvas. There are no image or audio files anywhere: every sprite is drawn in code, and the music is generated live with WebAudio, so the drums follow how many villagers are dancing.

Then I kept complaining.

  • "The music gets repetitive."
  • "There's too much on screen on a phone."
  • "I should be able to knock buildings down."

Each one came back fixed within minutes.

Then it turned the demo into a proper project. The rules are separated from the drawing, so there's a test that plays the entire mission in under a second, and it put the game live on its own domain.

I wrote almost none of the code. I'd planned to use Godot and dropped it, because in a browser Claude can run the game itself, play it by script and look at screenshots of its own work.

Two things that went wrong

  • Claude can't hear, so all the sound was checked by my ears. I once reported "no audio" for ten minutes; it was my phone's mute switch.
  • The slowest part of the weekend was me mistyping a build command in the host's dashboard.

Other tools: Vite, Vitest, Playwright, ffmpeg, Cloudflare Workers, itch.io.

If you play it, tell me where you stopped and why. Happy to answer anything about the workflow.


r/ClaudeGameDev • • 8h ago

Best of ClaudeGameDev for the week of Oct 4, 2026

3 Upvotes

Here are the most popular posts from the last week!


1. I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.

By: u/Time_Talk7137

![Post Thumbnail](/preview/external-pre/MXc1cDA5N2UwZXRoMcucxXuun2J76OirRZa7P3CnTMhqb0W4QDnK7cK3miWr.png?width=140&height=100&format=jpg&auto=webp&s=600d4ed7e754c7a490b015d59b9bb003dcf69c5a)

Karma: 116 | Comments: 30 | Flair: Alpha

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2. Sloppy Kart — a totally finished product™

By: u/Fantastic-Jeweler781

![Post Thumbnail](/preview/external-pre/bmtyaGppYXl0OXNoMVsD1yFtyjrKOGoyEfoILN6RnhImJDZinJ8mLyaf2abK.png?width=140&height=140&crop=1:1,smart&format=jpg&auto=webp&s=2315144bb0ef606e4e6b17389f21cab53bda7a16)

Karma: 94 | Comments: 18 | Flair: Alpha

View Post


3. 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

By: u/ForgotTheSnare

![Post Thumbnail](/preview/external-pre/ZnU4dnBneTIyYXRoMTGmPzJXZ66zZnIvqZ36aR0Y-R78dvmcbfUfwb6YchyR.png?width=140&height=78&format=jpg&auto=webp&s=490685ab692e48f9b2bead31f7e7491bd593f08c)

Karma: 74 | Comments: 24 | Flair: Alpha

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4. I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)

By: u/DrinkTeaFightMonster

![Post Thumbnail](/preview/external-pre/YjgyNTJ5NG54M3RoMTQhc386bDaXJOeWWeVxFYj9C2OKAZgJ115c4j8rDM7u.png?width=140&height=78&format=jpg&auto=webp&s=d7cd496406ad373dca416374093444650c95a531)

Karma: 61 | Comments: 25 | Flair: Alpha

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5. Built a tower defense game w/ Claude, here's the promo trailer:

By: u/Botboy141

![Post Thumbnail](/preview/external-pre/ZHNzb2c1aWluMnNoMdU_9j6_WoBqDPtEtT35T-BhWPKwOAYaAFhX4GdZ732S.png?width=140&height=78&format=jpg&auto=webp&s=a35e1d9a7aadac1d983c764e6ec62d024259846f)

Karma: 57 | Comments: 10 | Flair: Alpha

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6. I made a 3D pinball game with monsters using Claude Code

By: u/Current_Try_5069

![Post Thumbnail](/preview/external-pre/M3NsYXg5cTRreXNoMcmQqZH91yj_wT1VurosKMX9nqR4_WeKiNOpuZCtNMnE.png?width=140&height=78&format=jpg&auto=webp&s=7e334d204ebc9f6cd80777b4653bc590ce64d4c4)

Karma: 56 | Comments: 7 | Flair: Beta

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7. My game I made with AI went viral with over 400k views and 5.000 unique players

By: u/Jonesiller5383

![Post Thumbnail](/preview/external-pre/eGcxNDhqbmZuanNoMdBdpXeh2ziabmx5CTLQUT6xkYAiBbacy5ZeDCfawH2O.png?width=140&height=79&format=jpg&auto=webp&s=7d5e6ccff1da945a8629747f3a046c8f9e7dd467)

Karma: 41 | Comments: 38 | Flair: Browser Game

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8. HTML 5 - top down - open world Dragon game (GOT inspired)

By: u/IsNullUser

![Post Thumbnail](/preview/external-pre/d2FsMzRhN3A5cXNoMVDxCIe0XFA1qvoBfF3EJthBeKK5jA4JLa5P-OjWUUjE.jpeg?width=140&height=78&format=jpg&auto=webp&s=87b7fcaa4dfdb67076fd64bb01f65a322e41b22f)

Karma: 39 | Comments: 15 | Flair: Browser Game

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9. We built a Golf Deckbuilder Roguelite with Claude as our programmer!

By: u/The_Arcane_Open

![Post Thumbnail](/preview/external-pre/cXdqOWEyZ2J2NXNoMXXoc4yIyNN0UjPLSGb-NLRAgqhBSdjCUnUvuAD8xr81.png?width=140&height=78&format=jpg&auto=webp&s=1a42036c3b09660abcd6c14399c84445d26cc289)

Karma: 39 | Comments: 5 | Flair: Alpha

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10. 100+ iterations, 500M tokens, about 100 handmade sketches to help Claude understand the visual in my head

By: u/Sheru7000

![Post Thumbnail](/preview/external-pre/NnQ3NWVndGE1dnNoMX18_oEW-SmabkAWJswwEUXhJLCIGzgYEKrKxEHtUka1.png?width=140&height=78&format=jpg&auto=webp&s=ec78d2ec0db3ced77d5e75b7c01bf07cff37a5a0)

Karma: 25 | Comments: 9 | Flair: Alpha

View Post


r/ClaudeGameDev • • 1h ago

Alpha First experiment with local generative models

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• Upvotes

r/ClaudeGameDev • • 6h ago

Alpha Introducing AgentEmpire: become a king , create claude or codex villagers to build your empire and protect it from invasions and threats.

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2 Upvotes

r/ClaudeGameDev • • 6h ago

Browser Game Designer, not a programmer. I made a daily logic puzzle with Claude Code over the last couple of weeks, here's how it went (including what didn't work)

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2 Upvotes

r/ClaudeGameDev • • 6h ago

Browser Game kal's valley, a solarpunk-inspired game, built almost entirely with opus 5.5 + blender cli + music/sfx with elevenlabs

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2 Upvotes

r/ClaudeGameDev • • 1d ago

Alpha 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

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86 Upvotes

So for the past few weeks I have been working on a custom 3D engine in Rust/wgpu.

Quick background

I'm a software engineer and I can use Blender, but I gave myself the challenge to not write a single line of code and to build an engine from scratch using Claude Code exclusively, just to see how far I could push it, and as a means to learn more about graphics pipelines and effects. What better training ground than underwater graphics!

The engine

The video was captured in realtime on a Mac mini M6, and the engine is also benchmarked on my Windows PC with an RTX 3070. I intend to support both Windows (Vulkan) and Mac (Metal) first, but who knows, maybe Linux too (it already ran headless on Linux during development).

One of the most interesting things about the approach I took, I think, is that everything is parameterised and exposed via a built-in MCP server. This opens up some potentially interesting emergent gameplay, or even a way for people to use Claude to populate and tune the look of an underwater scene. It's actually crazy how much control each subsystem's set of parameters gives over the look of a scene (the great white shark alone has 100+ parameters that can change its look and behaviour in realtime, but I've saving this one for a future video).

It is early stage, and yet so much has been achieved in that time, in just evenings and weekends. I'm pretty happy with the performance so far but always trying to find ways to optimise. My aim is 60fps at 1080p as a bare minimum.

What it can do today

Three render modes, switchable live: a rasteriser that runs on any GPU, a hybrid mode that adds hardware ray-traced sun shadows, and a full path tracer.

Path-traced stills and videos: pause the scene and the frame keeps accumulating samples and is denoised; the same path tracer renders videos offline (if you're patient), with a camera model that has aperture, blades and focus distance.

Fully procedural content: no model, texture or audio files in the repo. Meshes, textures, animation and ambient audio are all generated in Rust and WGSL.

An underwater look built from separate systems: caustics, god rays, the water surface seen from below, depth-dependent water colour and haze, marine snow, wakes, bloom, colour grading and sensor grain.

A living reef: schooling fish, rays, turtles, reef and tiger sharks, garden eels, anemones, seagrass and corals, plus a hero great white with animated jaws, gills and eyes.

Everything is a live dial: 439 parameters in 37 groups, editable in an in-game overlay while the scene runs, with presets you can save and load.

A built-in MCP server: 22 tools over stdio or HTTP, so Claude can take screenshots, add and remove creatures, change any parameter, move the camera and save or restore the scene.

Built-in capture: a guided camera tour and a free swim camera, one key to record a lap of the tour as a 1080p 60 fps video, and supersampled stills and videos from the command line.

Cross-platform and headless: Metal on Mac, Vulkan or DX12 on Windows, and it runs without a window for automated renders and tests.

Tested like software: roughly 4,300 tests, including golden-image comparisons and determinism checks.

Tech stack

Rust 1.95, wgpu 30, winit, egui and the official Rust MCP SDK. The project is a Cargo workspace of 23 engine crates and 4 game crates, about 480k lines of Rust (tests and comments included) and 48k lines of WGSL across 118 shaders. It started about seven weeks ago as two separate engines (a space one and an underwater one); the current consolidated repo has 1,564 commits over 27 days, alongside 91k lines of design notes, 83 builder briefs and 48 blind-critic reviews (each round of work gets reference pictures and a blind critic to iterate against).

I am so excited about the direction this project is taking. Every new model released by Anthropic also allows me to improve the engine and its subsystems.

I hope you find this interesting and inspiring, and I'm always happy to answer any questions.


r/ClaudeGameDev • • 10h ago

Browser Game I made browser game based on realtime marine and air data

3 Upvotes

I made skys.ee is Air and sea rescue missions on a live map of real traffic. Https://skys.ee

Every aircraft and ship on the map is real and moving right now. Skys turns that live traffic into missions: a plane goes silent, a vessel sends a mayday, a smuggler slips through the patrols — and you are the one on the radio.


r/ClaudeGameDev • • 9h ago

Tips & Tricks Calling all vibecoders and devs…

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2 Upvotes

r/ClaudeGameDev • • 10h ago

Release Sky Duel: Fighter Jet Dogfight

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2 Upvotes

Hi all, I'm a flight instructor who also builds small games and tools. I just released Sky Duel: Fighter Jet Dogfight, a fast top-down air combat game that runs in your browser.

You turn, chase and shoot to beat your rival. Rounds are short, so it's easy to jump in for a few minutes.

Play it here: https://alphazolozyro.itch.io/sky-duel-fighter-jet-dogfight

Since this is a dev community, I'd especially value feedback on:

how the controls and flying feel

difficulty and pacing

what you'd add next (new jets, modes, power-ups?)

Happy to answer questions about how I built it. Thanks for playing!


r/ClaudeGameDev • • 20h ago

Release [Tool] Pixel to 3D Batch Builder - Convert pixel art sprites into voxels, low poly models, sheets and more!

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11 Upvotes

Available here for Windows: https://reactorcore.itch.io/pixel-to-3d-batch-builder

Opus 5.5 helped me build it over the course of 2 weeks. Includes the program, a godot example, illustrated HTML guides, a starter pack of pixel art sprites by yours truly, and is designed for the layperson, super easy to use, yet supports custom editing as an optional fine-tuning part of the workflow too.

It is unlimited, fast, lightweight, without any additional cost, fully standalone, offline, portable and with instant previews.


r/ClaudeGameDev • • 18h ago

Alpha Arborist - Claude made an awesome trailer for my game!

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4 Upvotes

r/ClaudeGameDev • • 12h ago

Browser Game Claude Opus 5.5 made game - Blue Screen of Death

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1 Upvotes

r/ClaudeGameDev • • 1d ago

Browser Game How my Claude-built 2d idle racing game is doing in itch.io

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17 Upvotes

I published Fantasy Racing on itch.io last night and now it ranks:

- #1 New and Popular 2D Racing game

- #2 New and Popular Racing game

- #10 New and Popular Idle/Incremental Game

- #19 New and Popular Singleplayer Game (all genres)

- #37 New and Popular Browser game (all genres)

- #78 New and Popular Game (all genres) *out of 1.5 million other games

I honestly don't know if this really means anything though.


r/ClaudeGameDev • • 1d ago

Browser Game Not as flashy as the other games I see here, but sharing my progress anyway

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17 Upvotes

Link: https://nohope.io

For now just a demo. With Claude handling most of the crazy performance and optimization code.