21 h 07 the kids are asleep

The workshop

How I work, in the evenings.

A one-person studio, two hours an evening. To move at that pace, I rely on tools, Claude Code among them, Anthropic’s coding assistant.

I decide what each game should be, I play it on my iPhone and I say what’s wrong. The tool helps me write, run and check.

Where it helps

  1. 1

    The code

    A good share of the code of the 6 games: Unity 6 and C# for Wipe!, TypeScript for the others (Phaser, Three.js, Canvas, Preact). I review, I test, I ask for redos.

  2. 2

    Balancing

    Bots play runs and we tune on numbers. Example: in Rembobine, a bot walking in a straight line failed 8 of the Tamagoyle’s 24 whims; after the fix, 4.

  3. 3

    Art, 3D models, sound

    The scripts that generate the art, music, voices and sound effects, and the ones that prepare them for the game. I pick what stays.

  4. 4

    Translations

    French and English, using each game’s own terms.

  5. 5

    The App Store page

    TestFlight, screenshots, preview video, pre-submission checks, from the command line. Nothing goes to Apple without my go-ahead.

  6. 6

    The websites

    The game pages and this website, built for Google (sitemap, structured data, fast pages), with their sharing image and video.

  7. 7

    Shipping

    Deployments and post-release checks.

What stays mine

  • Taste: what looks good, what’s funny, what feels right.
  • Decisions: which game, which boss, what we throw away.
  • Testing on a real phone, with real fingers.
  • The go-ahead before anything goes out: a release, a submission to Apple.

What it changes

  • A short evening is more often enough to make progress.
  • Long checks (benches, screenshots) run while I do something else.
  • What isn’t the game (stores, websites, translations) takes fewer evenings.

The tech stack

What it all runs on

The assistant

Claude Code
Anthropic’s coding assistant, in the terminal
T3 Code
several sessions in parallel, one per project
Remote Control
from my iPhone

The machines

Mac mini
the main machine: code, iOS builds, Unity
A Linux NUC
bot benches, archives, extra disk space
iPhone
to play, test and decide

The games

Unity 6, C#
Wipe !
TypeScript
Phaser, Three.js, Canvas, Preact
Capacitor, Xcode
the iPhone and iPad versions

Creation

Images
generated (OpenAI, Grok Imagine), retouched by script
3D
Tripo, and Blender driven by code
Sound
ElevenLabs for music, voices and sound effects

Shipping

Cloudflare
Pages and Workers: the browser games and this site
GitHub
the code, and GitHub Pages for some games
asc, TestFlight
App Store Connect from the command line
Astro
this website

My additions

What I set up to get good results

A tool alone isn’t enough. What makes the difference is the frame: memory, playbooks, ways to check the work, and clear rules.

A memory

Notes reread every session: my rules, my tastes, the traps we already fell into. “Always give me the network address, I test on iPhone.” “Serious villains, humour in the lines.”

Custom skills

Playbooks written once and reused for every game: take an app all the way to the App Store, build a game’s website so Google finds it.

Bots that play

Automatic players, with fixed seeds to replay exactly the same run. Every difficulty change is measured before and after.

Design documents

Boss mechanics, power-ups, difficulty, replay value: written in the repository, next to the code. They are the reference.

Several projects at once

Several sessions work at the same time, each on its own game. With rules so they don’t step on each other: check git before committing, never close another session’s browsers, and a safety net that cleans up leftovers every 10 minutes.

Everything runs remotely

I never sit in front of the Mac or the NUC. Golden rule: every tool must be drivable from the command line, and alerts must reach my phone, not a screen nobody looks at.

Home-made tools

When a tool is missing, we build it. Example: Balance, a small app that frees the Mac’s disk space by itself and moves old files to the NUC.

Guardrails

Keys and passwords are encrypted (fnox) and never committed. Nothing is published or sent to Apple without my say-so. Licences are respected: a purchased asset is never fed to an AI.

Made with AI. Not mass-produced.

Each of these games has its own genre, its own world and months of evenings behind it. AI doesn’t choose what to make: it lets me make it. That is the whole difference between a studio and a factory, and it is what I’m trying to explain to Apple.