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
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
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
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
Translations
French and English, using each game’s own terms.
- 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
The websites
The game pages and this website, built for Google (sitemap, structured data, fast pages), with their sharing image and video.
- 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.