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Game Dev Alchemy

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1 contribution to AI Craft
How I'd use Unity + Claude Code to vibe code a game
Background: I've been making games and apps with Unity for 16+ years. I had someone ask a question about how to use Claude Code to make a game and after writing a short novel, I thought, "hey, this could be helpful to others" -- but I'll let y'all be the judge. (note: a lot of this would also apply to making an app or any piece of software with Claude Code) Someone asked me about making something based off an existing game, but also how would he attract programmers to help him / work for him. Below is my response: --- To start... you need Unity (and some basic familiarity with it) and the Unity MCP and Claude Code (the CLI) -- and claude opus. Opus is extremely good at letting you drop the whole vision at once (including screenshots) and tell it what you're wanting to do. In this case, make a game like XYZ. And it'll tell you where to start and how to progress from there. The one thing that AI cannot do is make a game that's fun. Not intentionally, anyway. It's pretty much always going to need tweaks. In your case, wanting to make a game with big monster trucks... The key to ANY game is usually going to be one core piece or mechanic. I would tackle that hardest piece first. You need to get those vehicles rolling and feeling good to play. AI can build something, and it can build something you can tweak, but it cannot "make a fun game" any more than AI can "make a song that moves me" -- it's too subjective to the person interacting. Talk to Claude Opus, tell it the grand plans, ask it where to start, ask it to build a tech spec for the v0.1 -- again, I'd absolutely start with the car. Tell it you're going to use claude code and the unity mcp. It can build a markdown file very specifically for claude code, along with instructions. Then go to a directory with that file in it (probably needs to be an existing but empty Unity project if you're going to use Unity), go into claude's CLI and reference that file with @ saying something like, "I want you to plan out and then build to the specification in the @car_game.md file" (and the @ will bring up a list of files, fyi)
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@Morgan Page yeah... totally hear you on not being sold using AI with Unity. I'm using AI with Unity in ways most people probably aren't... here are some ways I've used it recently: - I used it build (well, tell me how to build) a custom shader in shadergraph that helped me show one of two different sets of mats ("dirty" or "clean") based on the alpha of a different map. alpha there = show dirty maps; alpha gone = show clean maps. - I used it to build the core functions of "stop motion letter movement" and to then help me "make those letters fight" so to speak. - I used it to help me ideate on what kind of a cozy game I could build, based on what it knew about me (which ended up being the clean/dirty scenario above) - I've used it to build scripts with midi for music visualization, using libraries that were way beyond my capability to understand. - I've used it to build some text-based MMO games (non-unity) So yeah... I'm using it to help me get closer to bringing my idea to life. To get faster to the point of "is this fun, and what needs to change?" -- that's the real goal for me. I mean.. that's why I use Unity instead of writing everything in C with SDL... I want to get quicker to the "is this fun or not?" part. AI is just a tool to help me do that. Unity is definitely slower than it used to be... but there are some ways to speed it up in some cases, depending on why it's slow. But yeah -- it's REALLY nice to have stuff change and interact with almost instantaneously.
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Greg Dunn
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@greg-dunn
I build video games & teach you with Game Dev Recipe Kits — one kit each month, one finished game at the end.

Active 31m ago
Joined Mar 5, 2026
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Bentonville, AR, USA
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