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Bid, hatch, fight, 40 seconds

Designed solo · built by directing AI · 2026 · In development · concept frames

AI Game

Beast Arena

One designer directing a crew of AIs: rules, code, art and motion. In development.

A four-player auction-and-arena game, made by directing AI at every stage: design documents and code written with Claude, character art from image models, motion from Seedance, concept frames from an AI art team. A playable prototype; these frames show the target look.

RoleGame design · AI direction · Art direction

12 min
four players, one match, by design
58
creatures, each with its own skill
7
characters, three passives each
300
bot matches per regression run
Beast Arena: The agent codes, the sim checks.

AI-Written, Sim-Checked

The agent codes, the sim checks.

Claude writes the Godot code against my design documents; a headless sim replays 300 bot matches after every logic change.

Beast Arena: Generated, keyed, in engine.

AI-Animated Hero

Generated, keyed, in engine.

Lin's lobby loop: image model for the art, Seedance for motion, keyed by hand, played in-game with alpha.

Beast Arena: The shipped lobby, extended.

Concept by AI Artists

The shipped lobby, extended.

AI art agents painted the pages still to come in the lobby's style; the game's own type and UI are set on top.

Beast Arena: Bid before you know.

Sealed-Bid Auction

Bid before you know.

Three eggs a lot, one clue a round. Win early and you overpay; wait and the whole table knows.

Tech Specs

Engine
Godot 4.6 · GDScript
Target
Steam · Windows (planned)
AI
Claude · Codex · Seedance · image models
Data
all units and rules in CSV, checked
Testing
headless sim · 300-match regression
Character art
image model → Seedance → keyed → in-engine video
The full storyRead the full storyCollapse

How it was made

I designed the game and directed the AIs that built it. The rules and balance runs are written up with Claude in design documents before anything is coded, every decision mine; Claude then writes the Godot project against them and has to pass a headless regression after every logic change. The art direction was argued out with Claude before a single asset existed. Character art comes from image models in two steps, a turnaround sheet and then the lobby pose, with exactly one style reference, a rule learned when a second reference bled into the first version of Lin. Seedance animates her on a green screen; I key it by hand and a script turns it into in-game video with alpha. The lesson: image prompts are exact, animation prompts leave room. For this page an AI art department extended the shipped lobby into concept frames, and an AI engineer set the game's own type on them and cut the film.

The game

Four players, about twelve minutes a match. You are a beast trainer with the same hundred chips as everyone else. The first half is an auction where you bet on eggs you can't see inside; the second half is an arena where whatever hatched fights for you. The design keeps the two halves apart: auction rules never touch battle rules, and the only thread between them is the economy, chips to eggs to strength to placing.

The auction

Eggs come in lots of three. The shell colour gives the element, the auctioneer says only whether the lot holds anything epic or legendary, and four players bid blind. To win in round one you must bid twice the runner-up, then 1.6×, then 1.3×; otherwise another clue turns over: origin, size or temperature, in a different order every lot. Each clue narrows the field, but by the last one everyone at the table can read it too. You only ever learn who bid, not how much. The winner takes all three eggs; losers keep their chips and come back richer.

The arena

When all eight lots are sold, every egg hatches at once: identity, rarity and traits revealed together. You pick five for a two-by-five grid and the fight runs itself. Skills fire on mana rather than cooldowns, the five elements counter each other in a cycle, and healing fades after sixty seconds so every fight reaches a result. Two semi-finals run side by side; before the final and the third-place match you may change your line-up, knowing your opponent has already seen it.

Built to be tested

A match runs as a pure-logic state machine with no reference to the UI: commands in, events out, seedable, able to run headless. The same split is what an online server would need. Every unit, trait and rule lives in CSV with a checker that reports bad rows by file and line. One command runs the regression: uniqueness of all 58 creatures, every auction edge case, 300 all-bot matches for the economy, 300 battles, and a bot driving the UI through a full match. Character balance was measured over 400 head-to-head matches.

Where it stands

A playable single-player prototype against bots. Online play is designed but not built; with auctions turn-based and battles fully automatic, the plan is for the server to compute each fight and send the result as an event log. Numbers are placeholders, most creatures still use stand-in art in the game, and the character passives are being reworked. The lobby and character select shown here are running in the game; the bestiary, auction, hatch, draft and battle frames are concept art for where it is going.

More frames