Juha Pellotsalo’s Post

View profile for Juha Pellotsalo

Software Engineer | AI

I built an Asteroids-style game prototype using AI as much as possible. It’s fully playable with six waves and a boss fight. Heavily inspired by the excellent roguelite Nova Drift. Git repo: https://lnkd.in/gVdzxfuY Gameplay on Youtube: https://lnkd.in/g9FFXDZS It took around 4 weeks to build in Unity 6.2 (C#). I have very little game dev experience, so this would've taken me maybe 3–4 months solo. I had the architecture in mind and prompted the scripts with Claude Code, function by function: player ship, two enemy types, a boss, unique weapons, UI, health bars, score tracking. The math-heavy bits like heat-seeking missiles and enemy patrol patterns took some time. Sonnet (4.0) struggled, but enough Opus tokens (and some help from GPT-5) got the job done. Graphics were the biggest headache. I tried ComfyUI + Stable Diffusion XL, but asset consistency was a nightmare, so I stuck to basic Unity shapes. The glowing ship shield is a custom shader generated with GPT-5’s thinking mode. I knew nothing about shaders but still got it done in a few hours. Same for lighting, bloom, etc. Suno (v4.5) handled music surprisingly well. I generated a few dozen tracks and picked three that fit the mood. Sound effects were more of a mess across ElevenLabs, Kling, and Adobe, so I ended up pulling most from Freesound.

To view or add a comment, sign in

Explore content categories