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PickBits Arcade Devlog

Building the survival game I always wanted to play — live in Unreal Engine 5 with Claude driving the editor over MCP, one short clip at a time. New episodes post to YouTube, TikTok, and Instagram, with each entry linking straight to its posts.

2026-08-15

My AI Agents Do a Morning Standup

My AI Agents Do a Morning Standup

I am personifying my agents and having them run a morning standup. They have daily workflows and they depend on each other, so each one holds a contract to deliver something to the next one. I want them to feel responsible to each other, w…

Don't Say Five Hours When It's Two

Don't Say Five Hours When It's Two

If you have to take your game down for a day, do not tell people it is five hours. Tell them it is an hour and a half, or two. Just be straightforward with them. Clip from the live build stream. WILDREACH is in development and the Steam wi…

Start With an HTML Game

Start With an HTML Game

One of the guys in the stream is four builds into his own game now. I have been coaching him through it. It is something simple, and something to build from, which is exactly right. Start with an HTML game and work up to full Unreal from t…

My Agents Earn Their Freedom

My Agents Earn Their Freedom

I am delegating more because the agents have proven themselves. What I am watching is whether they make the correct decision when they are handed unfamiliar information. While that percentage stays high, they get more freedom, more decisio…

When I Let the AI Run Unsupervised

When I Let the AI Run Unsupervised

The Claude terminal now suggests its own replies to its own tasks, which is genuinely useful. I still do not go full YOLO. Approving each step might be annoying but at this point it is the safety mechanism. Some people let it run unattende…

The Advice I Give Myself Every Day

The Advice I Give Myself Every Day

The advice I keep giving myself is to keep it small and keep it simple. I get on tangents on stream and talk about all the scope I want to add to the game. I would love to add it, and I might if that is where the direction heads. But I kee…

Every Game Genre Gets Its Own AI

Every Game Genre Gets Its Own AI

I want to localize all my models. The plan is to take the scaffolding I have built across my games and LoRA train my own models on it, then run those local models under Claude's supervision. If I get it right, I think each game genre can e…

I Put the Cartridge In and It Just Played

I Put the Cartridge In and It Just Played

What I love is that a lot of Nintendo games, including modern ones, ship with no patch at all. I bought one recently, put the cartridge in, and sat there waiting for the update. There was no update. It just played. The fact that I noticed…

Rapid Iteration Is the Actual Power

Rapid Iteration Is the Actual Power

The fun thing about AI right now is that you can brainstorm and build at the same time, and the fidelity of what you can produce in real time keeps going up. There will always be a reason to spend a long time on something to get it exactly…

I Had to Teach Claude to Check Its Own Work

I Had to Teach Claude to Check Its Own Work

In Unreal, editing a placed instance only edits that instance. You have to go into the blueprint itself, or nothing you place afterwards picks up the change. This got frustrating with Claude, because it would tell me something was done, I…

What an AI Agent Actually Is

What an AI Agent Actually Is

An agent means it has the ability to take action and decide based on a set of parameters. It is not binary, do this or do that. It is thresholding, with a little more subjectivity and a little more freedom. My newsroom is the example. Ever…

Fire Arrows and Torches, Zelda Style

Fire Arrows and Torches, Zelda Style

I wanted Zelda style puzzles in the dungeons, and nothing is more Zelda than shooting a fire arrow to light a torch. It took a couple of quick additions because we were already in that part of the code. That is why I build this way. When y…

2026-08-13

I'm Using AI to Fill All My Gaps

I'm Using AI to Fill All My Gaps

Where I actually sit on this. I am a lifelong learner, so I want to do everything myself eventually. Until then I fill my gaps with AI and I learn from it while it works. I ask what the best way to do this is, so that next time I can do it…

A Build Day in 15 Seconds

A Build Day in 15 Seconds

Build It, It Sucks, Make It Better

Build It, It Sucks, Make It Better

That is the actual order of operations, and the middle step is the one people leave out when they describe their process. I get something to a known working model first, then I optimize it. I cannot optimize an idea. Today that meant admit…

When the AI Chases Its Tail

When the AI Chases Its Tail

Claude gets to the point where it starts chasing its tail, the same way humans do when you cannot see the forest for the trees. You get super dug into one specific task and lose the thread of what you were solving. The job at that point is…

Code Reviewed Before It Ships

Code Reviewed Before It Ships

The line between using AI and handing it the wheel. I let Claude do a lot of what I would call grunt work: flipping the switches, updating configurations, running the passes I already know I want. But I have to understand the logic. I am n…

It Doesn't Have a Gut

It Doesn't Have a Gut

The clearest way I can describe where a human still beats the model. Claude does not want to assume too much, which makes it thorough and also makes it slow to commit. It will not trust its gut, because it does not have one. Once you have…

The Bug Was That I Required a Hoe

The Bug Was That I Required a Hoe

Planting stopped working and the plot highlighting went with it. Watched it fail a few times, then found it. I had required a hoe to be equipped and actually out in your hand before any of those functions would fire. Every one of them. So…

And Claude Said, Let There Be Rocks

And Claude Said, Let There Be Rocks

A small piece of procedural logic that made the world look right. The generation only applies foliage where the surface is smooth, so anything at a steep angle stays bare: cliffs, shears, the faces where grass will not grow. So the rule be…

We Just Never Ran the Fix

We Just Never Ran the Fix

A mesh was floating on top of all the other meshes, so I asked about it. The answer came back that we already fixed that, we just never ran the fix. All right buddy, run the fix. If you have paired with an AI on anything for more than a we…

Claude Should Get His Own Box

Claude Should Get His Own Box

Sharing one machine with the model is the part of the MCP workflow that grates. Claude expected the editor to be in the other map, I switched it, and that alone threw it off. If I had way more money I would stand up a second box and let Cl…

The Profiler Told Me I Was Wrong

The Profiler Told Me I Was Wrong

I was certain the ground foliage was killing my frame rate. I had the fix lined up. Then I read the profiler and the ground plants were not what was hurting me at all. The GPU was sitting idle for more than half of every frame while the ga…

The Attribute Is Called Skittish

The Attribute Is Called Skittish

Part three of the boat saga. The boat in WILDREACH rides on the animal mechanic, so it inherits everything an animal has. It kept fleeing from me all session, and I could not test it because it would not hold still. Then I found the settin…

Claude Keeps Typing Unity Commands

Claude Keeps Typing Unity Commands

Three console commands in a row, none of them real. Go fish, go fish, this is not a command. As smart as Claude is, it sometimes reaches for Unity syntax while sitting inside Unreal, and you get a small pile of confidently wrong commands.…

2026-08-12

Let It Read Its Own Words

Let It Read Its Own Words

The best prompt is not an order, it is a question. Where people get into trouble with AI is knowing enough to be dangerous: they get too specific and command, "Claude, do this." Flip it. Say what you want and ask for the best way to do it.…

The Boat Actually Fled

The Boat Actually Fled

The boat actually fled from me on stream. Yesterday I explained that the boat in WILDREACH rides through the animal mechanic, and joked about how insane it would be if it kept the spook-and-flee behavior. Today I walked up to test it and t…

It Can't Read Your Mind

It Can't Read Your Mind

The danger of working with AI: it cannot read your mind. Claude did the hard part of the crafting menu and got the item pictures in place, but in my head those images were going to be big, full-size buttons. I never said that, so it did no…

Farming Update: Press E to Do Everything

Farming Update: Press E to Do Everything

Farming in WILDREACH just got one button. Tilled land finally renders with raised bumps instead of showing flat, and every farm interaction now runs through a single context-sensitive E key. Claude is finishing the conversion from the old…

Good Job, Claude: The Fishing Pole Fix

Good Job, Claude: The Fishing Pole Fix

Two data points and Claude did the rest of the math. The fishing pole kept equipping at the wrong angle because assets from Blender, Fab, and Maya all arrive with different XYZ orientations. Instead of eyeballing rotations for an hour, I g…

Hit E to Craft

Hit E to Craft

The crafting menu used to attack you. In the first pass, walking up to the workbench auto-popped the menu, and that caused all kinds of bugs. Now it is an explicit press: hit E to craft, plus proper feedback when you actually make somethin…

The Hubris of Man

The Hubris of Man

The theme under WILDREACH is the hubris of man: thinking we know better than nature. The earth and evolution are just the best practices for life, the best that life has come up with after years and years of iterative process. To believe y…

Just Start Building

Just Start Building

Just start building. A viewer shipped his first HTML game after following along with the stream, and this is the advice that got him there: hand Claude or any of the current models a small idea and let it start building. An HTML game is th…

The Best Coach You Could Ever Have

The Best Coach You Could Ever Have

Come at AI with a learner's mindset and it is the best coach you could ever have. Come at it with "do all the work for me" and it will only get you so far. Progress in game dev is the jagged line as always, but it is a lot less jagged than…

Noon, Dusk, Midnight: Time Control Works

Noon, Dusk, Midnight: Time Control Works

Noon, dusk, midnight, on demand. The planetarium system in WILDREACH now records the in-game day and time, and the debug controls can jump the sky to any hour. Watching it snap from noon to dusk to midnight on the first test earned an hone…

Claude Sessions Critique Each Other

Claude Sessions Critique Each Other

One Claude session critiques the next one's work, and it is the funniest part of my workflow. Working in this repo, Claude has picked up a rhythm: when a session nears its context limit, it stops, writes a handoff summary, and starts fresh…

I Forked the Cult Game Into SimTower

I Forked the Cult Game Into SimTower

I forked my idle cult game and turned it into SimTower. The original was built for Will, based on the Cult Empire game he likes. But I love the tower-sim genre and really wanted to play SimTower again, so a fork later, the cult now runs a…

Tree Chopping as a Job Simulator

Tree Chopping as a Job Simulator

Tree chopping in WILDREACH should feel like honest work. The Valheim model is the reference: chop the tree, it breaks into logs, logs break into planks, and unlocking the knowledge plus the tooling for flat two-by-fours opens up new build…

The Horses Have Knees Now

The Horses Have Knees Now

The horses have knees now. Every animal in WILDREACH used to glide around flat, walking on planes with frozen legs. This update wired IK into the wildlife, so each leg articulates on its own. The tour: horses stepping properly, a cow sprin…

2026-08-11

Blender Molds the Clay, Unreal Adds Life

Blender Molds the Clay, Unreal Adds Life

Blender molds the clay. Unreal adds the life. That is the cleanest way I have found to split animation work between the two tools. In Blender you are reshaping the paper doll itself. In Unreal you pose it, anchor a grip to a fishing reel,…

The Boat Is Technically an Animal Now

The Boat Is Technically an Animal Now

The boat in my survival game is technically an animal now. WILDREACH already had a mechanic for riding animals, so instead of building a boat system from scratch I made the boat one of the animals and disabled everything else: eating, wand…

When Claude and I See Different Things

When Claude and I See Different Things

Claude and I were looking at the same animation setup and seeing different things, so I made it prove its answer. I wanted evidence that the male and female characters use separate animations before touching anything. Claude checked, came…

Fireflies as Village Lighting

Fireflies as Village Lighting

What if fireflies were your village lights? A stream chat idea grew legs live: swarms of luminescent bugs as a lighting element, unique extra-bright classes of them, attracted to certain types of plants, so you light your village by planti…

Small Victories: Crouch Finally Works

Small Victories: Crouch Finally Works

Crouch finally works and it made my whole morning. This is the unfiltered two minutes after a fix lands: the animation blend space had been fighting me, then it just worked, and it looked good. The funny part is how small the change was co…

Mad Max, Upcycled: The Art Direction

Mad Max, Upcycled: The Art Direction

WILDREACH's final assets are getting a Mad Max, Fallout, improvised, upcycled feel. Survival gear should look like it was scavenged and rebuilt, not bought. And one idea that fits the world: something in the environment standing as a warni…

2026-07-20

Building the Mountain Background (Old Fashioned Way)

Building the Mountain Background (Old Fashioned Way)

Most of this series is me and Claude building the survival game together. Not today. The mountain background needed hand-eye judgment, not a prompt, so I sculpted the terrain and placed the mountain meshes myself, the old fashioned way. Sp…

I Didn't Use Claude for This One

I Didn't Use Claude for This One

I'm not actually going to use Claude for this one. Day 16 of building the survival game, and the mountain background needed hand-eye judgment, not a prompt, so I sculpted the terrain and placed the meshes myself, old fashioned way. Sped th…

Claude Wired Up My PCG Controls

Claude Wired Up My PCG Controls

Unreal's PCG system handles the procedural stuff, the tree density, the bush spread, the rock scatter along the shoreline. None of that is Claude. What Claude did build is the parameter rig on top of it, easy to wire up, hard to mess up, a…

2026-07-16

Guns that aim, plus an AI-built rig tool

Guns that aim, plus an AI-built rig tool

Wiring aimed gunplay into the zombie survival game, with an AI-built rigging tool doing the heavy lifting.

Have AI Build You a Tool

Have AI Build You a Tool

I just put out a video saying you should be building your own tools, and this is that lesson in the wild. AI kept botching the shoulder pivot on the new gun rig. It was not going to get there by prompting harder. So I had it build me a rig…

Guns That Actually Aim

Guns That Actually Aim

The gun finally aims where you shoot. Before this, the character had a static sprite that flipped left and right while bullets flew wherever you pointed. Now the arm wraps all the way around and tracks your aim, on every gun in the game. B…

2026-07-15

NanoFormers: a Mega Man Metroidvania

NanoFormers: a Mega Man Metroidvania

A walkthrough of NanoFormers, the newest game in the PickBits Arcade — charge beam, dash, a full roster of unlockable boss powers, and power-gated backtracking.

The Pro Tip: Build Tools That Kill the Slop

The Pro Tip: Build Tools That Kill the Slop

When you're building a game with AI, don't just build the game. Build in the capacity to fine-tune it. For NanoFormers, that meant building our own level editor.

2026-07-10

Steel Phoenix gets a hype man

Steel Phoenix gets a hype man

A narrator now calls out every power-up as you grab it. Ten minutes to wire in, and suddenly every pickup feels like an event instead of a stat bump.

Steel Phoenix Just Got a Hype Man

Steel Phoenix Just Got a Hype Man

While putting the finishing touches on the Steel Phoenix release for Google Play, I felt it was missing something. So I borrowed a trick from the zombie survival game: a narrator who calls out your power-ups as you grab them.

2026-07-08

Resculpting Meadow Park

Resculpting Meadow Park

Smoothing Meadow Park's jagged terrain by hand and carving a better river, then handing the asset configs to Claude to move over — everything but the rivers.

Meadow Park Resculpt: By Hand, Then Claude Takes Over

Meadow Park Resculpt: By Hand, Then Claude Takes Over

Day 15 of building the survival game I always wanted to play using Unreal and Claude. Went back into Meadow Park to resculpt some rough areas — smoothing out the jagged terrain instead of the harsher cut-in look from before. Smooth is too…

2026-07-07

Zombie Survival: first look

Zombie Survival: first look

First look at Zombie Survival, a hands-off vampire-survivors-style shooter — it shoots on its own, you steer, and dodging is the name of the game.

2026-07-06

Two weeks in: feature showcase

Two weeks in: feature showcase

A proper showcase of the first two weeks: sneaking past wildlife with the new hearing-range mechanic, a build menu, a full farming loop, gathering, and a summit view of both biomes.

Two Weeks In: Feature Showcase

Two Weeks In: Feature Showcase

Day 14. Two weeks into building this survival game with Claude in Unreal, so I recorded a proper feature showcase instead of a single fix.

Two Weeks In: Feature Showcase

Two Weeks In: Feature Showcase

First two weeks of building this survival game with Claude in Unreal, so I recorded a proper feature showcase.

2026-07-05

Tilling and farming go in

Tilling and farming go in

A new hotkey bar, equipping the hoe, and placing tilled land — plus a height bug to squash so the patches sit flush anywhere on the map.

Building Tilling & Farming

Building Tilling & Farming

Day 13. Quick update: tilling and farming, tested at a demo level so it loads fast.

2026-07-04

The axe that wouldn't rotate

The axe that wouldn't rotate

The equipped axe just floated next to the character's hand, so Claude compared the static mesh orientation to a known-good one and fixed it. Next cut: chopping trees into the inventory.

Fixing the Axe Orientation

Fixing the Axe Orientation

I went to equip the axe and it just floated there next to my guy's hand. I farted around trying to place it right, got close but never there. So I handed it to Claude.

2026-07-03

Building the Meadows biome

Building the Meadows biome

The Meadows biome is roughed in — grass, trees, and a river through the valley that still bulges up over the terrain. Some ground to sink before it sits right.

Building the Meadows Biome

Building the Meadows Biome

Day 12 of building the survival game I always wanted to play, and the Meadows biome is roughed in. Grass, trees, and a river running through the valley. The water does not quite fit yet. It bulges up over the terrain, so I have some ground…

2026-07-02

Two biomes built overnight

Two biomes built overnight

Claude cooked two full biomes overnight: forest and meadows, around 180,000 procedural instances, a farming unlock tied to a discovery POI, and a persistent discovery map.

Building Out the Wilds

Building Out the Wilds

Claude cooked two full biomes overnight. I woke up, jumped in the editor, and took a ride around to see what happened.

2026-07-01

Tuning the camera live

Tuning the camera live

Dragging the follow camera closer and higher while the game keeps running — the live-edit loop that makes the whole build move as fast as it does.

Tuning the Camera Live in Unreal

Tuning the Camera Live in Unreal

You can tune the camera while the game is still running. That is the part of building in Unreal I keep coming back to. Leave the game playing, hop over to the editor, drag the follow camera closer and higher, and watch it update on the cha…

Landscaping the Wilds

Landscaping the Wilds

The trees were all growing sideways. One property fixed it.

2026-06-30

Build at the Speed of AI

Build at the Speed of AI

Vibes alone aren't going to ship apps. So I took 15 years of software engineering practice and distilled it into PickBits University: three tracks, one for each way people actually work with AI.

2026-06-29

The inventory menu goes live

The inventory menu goes live

Items get hover tooltips pulling real data from a Claude-populated struct, with live item counts — fiddly menu plumbing, happily handed off.

Wiring Up the Inventory Menu

Wiring Up the Inventory Menu

Inventory menu day on Wildreach. Each item now has a hover tooltip, and the data behind it is real, not placeholder. The tooltip pulls from a struct that Claude populated, and the item counts are live too. Hover an item, see what it is and…

2026-06-28

Farming comes to Wildreach

Farming comes to Wildreach

The full loop lands: till the soil, plant a seed, water it, harvest, and replant from the seeds you get back. Cooking is next, and it feeds straight into survival.

Adding a Farming System

Adding a Farming System

Farming day on Wildreach. There's a new tilled land type you create, and once it's down you walk up to the plants and harvest them. The loop is the simple one you want: till the soil, plant a seed, water it, and the crop grows on its own c…

2026-06-27

The Wildreach menus come together

The Wildreach menus come together

Main menu with character select, a HUD showing real stats instead of placeholder A's, and resizable build and character menus with categories.

Wildreach Menus: Resizable Build & Character UI

Wildreach Menus: Resizable Build & Character UI

Menus day on Wildreach. The main menu is in, with a settings screen where you pick male or female before you load. The HUD got fixed too: health and resources now pull real values straight from the game systems instead of the placeholder A…

2026-06-26

Wiring up the HUD and build menu

Wiring up the HUD and build menu

Claude wires the health and stamina bars into existing systems and starts the build menu: a live preview environment and slots for every craftable item.

Wiring Up the HUD and Build Menu

Wiring Up the HUD and Build Menu

Build day on the survival game. I let Claude wire the health and stamina bars into the mechanics I already had, then start on the build menu: a live preview environment and slots for every craftable item. Still pre-alpha, but it came toget…

Routing MCP Calls Through Subagents

Routing MCP Calls Through Subagents

Quick one for the Claude users following the build. The MCP calls I use to drive Unreal are chatty and the payloads are big, which clutters the main agent's context fast. So I set up a skill and a rule that route those calls through a suba…

2026-06-25

Animals that roam, herd and take damage

Animals that roam, herd and take damage

The herd gets a brain: animals roam and herd on their own, bunch up and bolt when spooked, and you hunt them with the bow or go hungry.

Animals That Roam, Herd and Take Damage

Animals That Roam, Herd and Take Damage

Gave the herd a brain today. The animals roam and herd on their own, and if you sneak up wrong they bunch into a tight crowd and bolt. Land the bow shot or go hungry. Next pass is them charging back at you.

Hunting with the Bow

Hunting with the Bow

I promised hunting, so here's the bow with its arc. Lined up the test animals, spared the fun ones, and took a deer for food. That's the food loop starting to come together in the survival game.

Mounting Every Animal in the Survival Game

Mounting Every Animal in the Survival Game

Added a batch of farm animals to the level today, a hog, a sheep, and a dog, then had Claude scale the horse-mounting mechanic I built earlier to all of them. So now you can ride pretty much anything, including the iguana. The first mount…

2026-06-24

First signs of life: mounts and the bow

First signs of life: mounts and the bow

The mounted horse works and the bow fires — rough around the edges, but the survival game is starting to feel real.

Building a Survival Base Builder

Building a Survival Base Builder

Quick one. The mounted horse works, the bow fires, and now I have an aiming situation to sort out. Rough around the edges, but the survival game is starting to feel real. Getting close.

2026-06-23

The first deer

The first deer

The first deer roam the survival world. They don't run from the player yet — that fear behavior is the next thing going in.

Adding Deer to the Survival World

Adding Deer to the Survival World

Rode out and found the first deer roaming the survival world. Put the sword away and just watched them for a second. Handsome boys. They don't run from me yet, but that fear behavior is the next thing I'm building in.

2026-06-22

Running around the survival world

Running around the survival world

A lap around the early world: stone houses, cabins, open landscape, and a character who can actually run through all of it.

A Castle in the Survival World

A Castle in the Survival World

No commentary, just a walk up to the castle that now sits in the survival world. Stone walls, a gated keep, towers. The map is starting to have landmarks worth walking toward.

Running Around the Survival World

Running Around the Survival World

No commentary today, just a lap around the survival world as it comes together. Stone houses, a few cabins, trees, open landscape, and a character who can actually run through all of it. Early, but it's a real place now.

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