Five games, each built in under 24 hours.

In collaboration with my AI workflows. I wrote the designs and set the bar; Codex and Claude agents built them.

Driftwood: a log drifting on a calm river at dusk, pines reflected in the water
Driftwood, the river at dusk

The games

Each runs in the browser. Best in desktop Chrome or Edge with WebGPU; your Back button returns here.

One brief, two builds

Codex and Claude each built Blackwater from the same design, in parallel. Claude's is the stronger take. Play both.

How they were built

The AI did most of the typing. The decisions, the quality bar and the final call stayed with me.

  1. Write the brief

    A design document and milestone gates for each game, written before any code.

  2. First build

    Codex agents implement against the gates, checked by automated browser tests.

  3. Review

    I play every build and decide what works and what has to change.

  4. Rework

    Claude reworks or rebuilds in its own branch, then it is reviewed again.

  5. Ship

    Production builds, verified in a real browser, deployed here.

< 24 h active development per game5 games, 6 playable buildsCodex + Claude coordinated workflows

Unreal Engine 5.8 · In development

Blade of Arashi

A third-person action game about Aoi, who climbs Mount Arashi through waves of soldiers to rescue her captured father and sister. Three sword stances, parrying, large horde fights and quiet walks between them. Coordinated agent lanes built the opening level in about a day and a half.

Blade of Arashi © 2026 Josh Meads. All rights reserved. Story, characters, world and designs by Josh Meads.