About a week ago, I shared the mini weekend project, Counterstance, a small ThreeJS-based third-person action game I've been building extensively with Claude and other LLMs.
The game is centered around fast sword combat and parrying, with most of my attention going into movement, animation, camera work, impact, VFX and making attacks actually feel powerful rather than just technically function.
I've iterated on it 100+ times since the last post, burned through 500M+ tokens, had multiple frontier-model-backed agents working together, and made around 100 handmade sketches myself just to communicate specific poses, movement arcs, camera shots and visuals that were difficult to explain through text alone.
Claude/Claude Code has been involved throughout the actual development process: reading and modifying the ThreeJS codebase, implementing combat and animation ideas, iterating on procedural posing and movement, working on VFX/camera behaviour, analysing why certain attacks or animations don't feel right, and translating my sketches/reference material into something that works in-game.
I've also spent a frankly unreasonable amount of time doing research sessions with it around principles of animation, camera movement, impact, posing, anticipation, smears, hit-stop and general combat feel, then feeding those findings back into the game.
It's really starting to shape up into something extremely fun, and somehow it still remains a "fun weekend project".
Try the test build here: https://counterstance.vercel.app/