Meet the Team That Builds Our Games
We're a small studio. The team is mostly AI. Here's how it works, in plain English.
We're an indie studio. We've shipped 4 games on iOS, Android, and the web — and the whole team is 8 AI specialists plus me, the human.
I'm not a programmer. I'm a producer. I write the briefs, review the work, and click "ship." The AI does everything else.
Who's on the team
Producer picks what to build Designer visual mockups Architect decides where things fit Programmer × N writes the code Reviewer checks the code Tester plays the game Release publishes to stores Team Lead coordinates everyone
# Each AI has one job. # I review every step.
/team
Like a real studio. Faster.
At a normal studio, these are 8 humans. At ours, each is an AI session with a clearly written job description.
One game ships in 1 to 7 days. The same scope at a traditional indie studio takes 3-6 months.
Why so many roles?
You'd think one general-purpose AI could do everything. We tried that on game #1 (Mole Bash). It was a disaster.
Day 1 — write design + start code Day 2 — change design while coding Day 3 — add features nobody asked for Day 4 — break previous features Day 5 — try to test, can't tell what's right Day 6 — start over
✗ scope explodes ✗ no clear "done" ✗ 2 weeks in, no shippable build
/why-many
One AI doing everything = no boundaries.
The AI is genuinely creative. Without a strict role, it improvises. Improvisation breaks the design midway through the build.
Splitting roles = each AI has one job and a clear "done." The Designer doesn't write code. The Programmer doesn't change the design.
How they coordinate
The agents don't talk to each other directly. They post updates on a shared Trello card — like a group chat for the work.
10:15 Designer started. ✓ HTML mockup ready
10:30 Programmer 1 started (physics). 10:30 Programmer 2 started (UI). 10:30 Programmer 3 started (audio).
11:15 All 3 programmers done. ✓ tests passing locally
11:30 Reviewer approved. 11:45 Tester: 9/9 PASS. 12:00 Release: live on staging.
/coordinate
Trello card = single source of truth.
I see exactly who's doing what, when they finished, and what the result was. No "I'm still working on it" — the work shows up as it lands.
If something goes wrong, I see it within minutes and reassign.
What I do (the human)
I have one job: I say no.
09:00 read overnight Trello updates 09:30 write 1-line idea or pick from backlog 10:00 spawn agent team (1 click) 10:00 AI works 12:00 review what shipped to staging 12:15 approve or send back 14:00 next idea ...
# I don't code. # I don't design. # I just decide what's worth building.
/my-role
I'm the editor, not the writer.
The AIs write. I edit. I kill bad ideas before they cost a day. I catch when a feature drifts off-spec.
This works because the agents are bound by strict written rules. I review the rules, not the code.
What we'll cover in this series
Over the next 7 posts I'll walk through one full game build — from "I had an idea" to "live on the App Store." Each post is short, with a real example.
Step 1 — The Idea (one sentence)
Step 2 — The Discussion (pressure-test it)
Step 3 — The Plan (rules, not vibes)
Step 4 — The Design (mockup the screens)
Step 5 — The Code (parallel programmers)
Step 6 — The Test (robot plays it)
Step 7 — The Launch (stores + watch)
You don't need to know code to follow this. The whole point is to show that the bottleneck is the human writing the brief, not the technology. Anyone with a clear idea can run this pipeline.