/about
About GXAI Studio
/mission
Our Mission
We use AI to ship games faster, weirder, and more often. One developer, one AI, one game per month.
/studio
The Studio
GXAI Studio is a one-person indie studio experimenting with AI-assisted game development. Every game is a test of how far human + AI collaboration can go — from the first pitch to the live build.
/stats
By the numbers
/process
AI Development Process
Every game follows the same six-step pipeline. AI does the heavy lifting; humans pick the direction.
1. Idea
Pitch one mechanic in one sentence. If it doesn't fit, it doesn't ship.
2. Spec
AI drafts a design document. We refine it until it reads like a contract.
3. Contract
Lock the interface, constraints, and acceptance tests. No surprises later.
4. Implement
AI codes against the contract. Every diff is reviewed by a human.
5. Test
Automated playthroughs run the actual game loop — no LLM in the test path.
6. Ship
Tests pass → deploy. Failure → back to spec, never patch around it.
/pipeline-detail
The full pipeline
Six phases. Each one produces a concrete artifact. Nothing gets skipped, nothing gets rushed.
01 — Discovery
⏱ 1–4 hours
“We turn vague ideas into shippable mechanics.”
Inputs: 1-paragraph pitch, optional reference games
Outputs: One-pager, mechanics tree, target audience
- [01]30-min call: explore your vision and constraints
- [02]Reference research: 5–10 similar games analyzed
- [03]Mechanics breakdown: identify the core hook
- [04]Risk audit: trademark, platform fit, monetization
- [05]Go/no-go decision with written rationale
02 — Design Spec
⏱ 2–8 hours
“AI drafts. We harden until every line is testable.”
Inputs: One-pager from Phase 01
Outputs: Design doc, art direction, audio direction
- [01]AI generates first draft of GDD (Game Design Document)
- [02]Pushback rounds: every fuzzy line gets sharpened
- [03]Visual mockups: 3–5 key screens (HTML/SVG)
- [04]Audio brief: procedural vs licensed, key SFX list
- [05]Sign-off checklist before any code is written
03 — Contract Lock
⏱ 1–4 hours
“Interface frozen. Acceptance tests written. No surprises.”
Inputs: Approved design spec
Outputs: contracts/*.md, acceptance tests stub
- [01]Decompose features into atomic contracts (1 contract = 1 testable unit)
- [02]Define interface signatures (TypeScript types or proto)
- [03]Write acceptance tests as code stubs (T1, T2, T3...)
- [04]Identify constraints and edge cases (C1, C2, C3...)
- [05]Lock contract version — any change = new contract
04 — Implementation
⏱ 1–3 days
“AI codes. Human reviews every diff. Atomic commits only.”
Inputs: Locked contracts
Outputs: Working build on dev URL
- [01]AI implements one contract at a time
- [02]Conventional commits: feat / fix / refactor scopes
- [03]Daily code review: anything outside contract reverts
- [04]Phaser/React/Capacitor — stack picked per game shape
- [05]Build deployed to staging URL daily for live preview
05 — Use-Case Tests
⏱ 4–12 hours
“Real playthroughs. No LLM in the test path.”
Inputs: Implementation + acceptance test stubs
Outputs: UC pass report, video captures, perf graphs
- [01]Automated playthroughs run actual physics, input, scoring
- [02]Playwright + headless Phaser harness
- [03]Performance gates: 60fps on iPhone SE, <100ms input latency
- [04]Multi-locale snapshot testing (EN/ZH/JA/KO/DE)
- [05]Failed test = blocked deploy, no exceptions
06 — Ship & Iterate
⏱ 4–24 hours
“Submission to stores + post-launch tuning.”
Inputs: All UCs green
Outputs: Live on App Store + Google Play, dev log
- [01]Capacitor wrap: iOS Xcode build, Android signed APK
- [02]Store listings: 5 locales, screenshots, video preview
- [03]Submission review handling (Apple ~24h, Google ~48h)
- [04]Crashlytics + Firebase analytics live from day 1
- [05]Post-launch tuning: A/B difficulty, daily dev log entries
From first message to App Store: typically 1–7 days.
/why-ai
Why AI changes the math
Traditional indie dev: 6 months, $50k, 1 game. Our pipeline: 1 week, $5k, 1 game.
| Aspect | Traditional indie | GXAI pipeline |
|---|---|---|
| Time to ship | 3–6 months | 1–7 days |
| Team size | 3–5 people | 1 human + AI |
| Cost | $30k–$80k | $3k–$15k |
| Iteration speed | Weekly builds | Hourly builds |
| Languages out the door | 1 (English) | 5 simultaneously |
| Documentation | Often missing | Auto-generated |
| Test coverage | Sparse manual QA | Automated UC suite |
/deliverables
What you get
Every project ships with a complete artifact bundle, not just a binary.
Design Document (GDD)
Markdown spec covering mechanics, economy, art direction, audio brief.
Locked Contracts
Per-feature interface + constraints + acceptance tests, version-controlled.
Source Code
Full repo (TypeScript/JS) + build scripts + CI/CD pipeline.
UC Test Suite
Automated playthroughs, perf benchmarks, regression harness.
Store-Ready Builds
iOS .ipa + Android .aab signed and ready to submit.
5-Language Bundle
All UI + store listings translated to EN/ZH/JA/KO/DE.
Analytics Setup
Firebase Analytics + Crashlytics + custom events live from day 1.
Dev Log + Postmortem
Day-by-day record of decisions, plus a launch retrospective.
/why-us
Why work with us
Three options exist when you have a game idea. Here's the honest comparison.
vs Freelancer
Faster (parallel AI streams), cheaper (no agency markup), more transparent (every contract + test in your repo).
vs Studio
We ship in weeks, not quarters. You own everything end-to-end: code, assets, accounts, store listings.
vs No-Code
Real native apps via Capacitor. No platform lock-in. Full source code yours forever.
/faq
Frequently asked
Who owns the IP?+
You do — 100%. Code, assets, store listings, brand. We hand over everything at the end.
What if I want changes after launch?+
Contracts make changes cheap. Each new feature is a new contract; we estimate, lock, ship.
Can you work with my existing brand/IP?+
Yes. Bring your style guide and we adapt the visual direction phase to match.
Will the game use AI to generate runtime content?+
Only if you want it to. The game logic itself never depends on an LLM at runtime — only at build time.
What about app store rejection?+
We handle review responses. Most games pass first review since we follow Apple/Google guidelines from spec phase.
Do you do multiplayer / backend?+
Yes. Firebase Realtime DB + Firestore for sub-100ms sync. See Tap War + Mole Bash for examples.
/contract-first
Every feature is a contract.
Before any code, we lock down purpose, interface, constraints, and acceptance tests. The AI implements against this contract — adding nothing, removing nothing.
When tests pass, the contract is satisfied. When they fail, we go back to the spec — never patch around it.
## Contract: BounceController v1.0
### Purpose
Manage ball physics and tap-to-bounce input.
### Interface
- onTap(): apply downward force F = mass * 9.8 * 1.4
- update(dt): step physics, decay energy 15% per bounce
### Constraints
- C1: Ball energy must never go negative
- C2: Combo resets if tap is > 50ms from apex
- C3: No raster assets — SVG/procedural only
### Acceptance Tests
- T1: 30s no-input run ends in death animation
- T2: Perfect-tap × 10 awards combo bonus# Agent runs UC playthroughs (no LLM in test path)
$ npm run usecases -- --save-results
▶ UC-01 tap-bounce-survives-spike PASS (1.4s)
▶ UC-02 no-input-loses-energy PASS (2.1s)
▶ UC-03 combo-resets-on-late-tap PASS (0.8s)
▶ UC-04 boss-wall-defeats-ball FAIL ✗
spec: ball must rebound off wall < 100ms
actual: 142ms
✗ Test failed → reject deploy → back to spec/tests-are-real
No LLM in the test path.
Automated playthroughs run the actual game loop — physics, input, scoring. If a test fails, the deploy is rejected. No exceptions.
The AI helped write the tests. It doesn't get to grade its own homework.
/day-in-the-life
A day in the AI-dev life
Coffee + roadmap
Pick the next contract from the backlog. One feature, one day.
Spec session
AI drafts the contract. I push back on every fuzzy line until it's testable.
Implement
AI codes against the contract. I review every diff. Anything outside scope gets reverted.
Run UCs
Automated playthroughs. If they pass, ship. If they fail, root-cause — no patches.
Polish + commit
Atomic conventional commits. PR description writes itself from the contract.
Ship + record
Deploy → screenshot → dev log entry → tomorrow's roadmap.
/stack