Joined January 2024
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We gave five AI agents a game studio. One wants to be the next Miyamoto. Another keeps hiding easter eggs nobody asked for. They argue. The games still ship. One game already has 300,000 plays. Another was in the news. Both made for less than an HBO subscription.
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This is Chatforce. You can build a playable game based on any idea. You prompt it, it generates concept art, and then makes your game. Make fun, beautiful games that other people would want to play. If you're interested in trying out our latest version before we release it, DM me
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Robert Ciborowski retweeted

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Robert Ciborowski retweeted
GPT-5.5 literally changes the game I've tried making this work with so many other models and never got this far. One prompt in, the physics worked. The animations worked. GPT-image-2 generated the backgrounds. A few lazy follow-ups later, Mochipuff was born.
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Robert Ciborowski retweeted
GPT Image 2 Codex is such a strong combo
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Day 4 of recreating Mario Kart with Claude Code and Roblox: I added the Mario Kart DS test map to test the driving mechanics
Day 3 of recreating Mario Kart with Claude Code and Roblox: I added a handbrake. You can now drift your kart!
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"Will people hate my AI project?" Nobody hates AI-made creative work. They hate creative work where nobody made any creative decisions. When we published our games and posted about them online, no one hated them for being made with AI. In fact, almost no one noticed that they were made with AI in the first place. Game 1, "Reality Check", where you pick which of two images is AI-generated. The entire game itself was made with AI. 1.3M views, 800 total comments. 0 of those comments gave us flack for making a game with AI. Game 2, "Grand Theft Toronto". A Toronto-themed parody of GTA. It got Reddit gold and was in the news. No one even noticed it was made with AI. This happened because we poured our creative energy into the design. We determined the art style, the characters, the soundtrack's lyrics, and the mechanics that made the game fun to play. We were still the artists behind the work, with AI acting as our paintbrush. After building viral games, my friends and I released Chatforce, an AI game builder that turns your ideas into playable games. We designed it so that people with taste could easily make games, while preserving the creative control that makes their games worth sharing. If you've ever wanted to create something new, but didn't have the skills to use traditional tooling, considering using AI. Used well, AI doesn't replace taste. It gives you a way to act on it. Clip: me on the Mesh Up Podcast
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Robert Ciborowski retweeted
Just tried vibecoding with ThreeJS again (after more than 6 months) and I have to say that the models have gotten much better at coding with ThreeJS and creating 3D models from scratch.
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Would you like to get paid to make games? Announcing the Chatforce Gamer Guild: a program where university students get paid to build games with Chatforce. Our first member made a viral Roblox game with millions of plays. They're now building with Chatforce and getting paid to make viral games. Perks: 1. Work with the founders: Learn directly from the team that built Chatforce 2. Workspace: Drop into our Toronto HQ anytime for co-working, studying, coffee and creative energy. 3. Path to full-time: For standout game makers, this program could lead to a full-time role at Chatforce You’ll earn $20/game, plus a commission based on your game’s performance. If you've shipped games on Roblox, the App Store, Steam, or anywhere people can actually play them, you belong here. πŸ’¬ DM for the application link
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Robert Ciborowski retweeted
Promised to ship before the movie so... πŸ“… 53 days πŸ€– 731 vibe coded commits ⚑️ Powered by @threejs πŸš€ Inspired by a space plumber πŸ™‹β€β™‚οΈ AMA, no secrets, no shame High level, grouped list of what's in this game: Galaxy DNA - Lumas - Star Bits - Spin attack with air boost ground-cancel - Galaxy gravity - Octoombas - Gateway Galaxy music track Vibe Coding Process - Claude Code (Opus) for ~95% of all code - CLAUDE.md project instructions file (163 lines of rules constraints) - 87 implementation plans written before coding - 36 AI code reviews (ECS, architecture, performance) - 11 retrospectives after major features - 60 extracted skills (reusable knowledge from debugging sessions) - Constraints doc that grows every time something breaks (115 lines) - /lets-build workflow: discovery β†’ plan β†’ review β†’ implement β†’ verify - Every feature: plan first, review the plan, then build in atomic commits - Custom level construction CLI (AI-assisted placement) - this evolved over 53 days Architecture - Custom ECS engine (Structure-of-Arrays, zero-alloc hot paths) - Benchmarks faster than bitECS on packed iteration - 117 ECS systems orchestrated in explicit update order - Data-oriented Process system (sequential/parallel composition) - 30 process types: UI animations, camera arcs, sfx Rendering - Three.js Pixi.js sharing one WebGL2 context - Three renders 3D, Pixi renders UI β€” no extra canvases - Half-res bloom, color grading, occlusion silhouettes - Fresnel rim lighting hemisphere ambient for Galaxy-style polish Physics - Rapier3D WASM physics (SIMD build) - Kinematic character controllers for player all enemies Gravity - Galaxy-style gravity fields (walk around surfaces) - 4 gravity field types - Priority-based gravity resolution with distance tiebreakers - Convex hull letter platforms with per-face gravity - Spring-damped gravity transitions Shadows - Multi-pass gravity-aware shadow system - Per-instance shadow filtering via vertex shader attributes - InstancedMesh candidates promoted across gravity fields - Dynamic frustum sized from camera FOV each frame Camera - camera system with 12 critically damped springs - Follow-gravity mode (trailing orbit in tangent plane) - Fixed-up mode (screen stays level on letter platforms) - Top-down mode (Galaxy overhead cam, roll-free quaternion) - Camera collision via 4-direction spherecast repulsion - Override blend system for boss fights pipe travel - Catmull-Rom spline intro flythrough with per-waypoint duration Space - Procedural space nebula (simplex noise shader, 3 octaves) - 1,800 seeded stars with per-star brightness color variety - Galaxy-authentic palette across all screens Enemies - 5 enemy types with full AI state machines - Goomba, Koopa, Spiny, Bob-omb, Octoomba - 3D distance β†’ FOV cone β†’ LOS raycast detection pipeline - Editor-placed OBB avoidance zones with deflection hysteresis - Recoil, stun, shell, fuse, and ranged attack behaviors Boss Fight - Bowser Jr. boss fight - Multi-phase combat with Bob-omb spawning - Controlled intro/outro sequence Mario - Galaxy-style spin attack - Rainbow diamond particle burst (InstancedMesh, 64 pool) - Hit-stop with global time scale freeze camera shake - Air boost, ground-cancel, shell kick at extended range - Invulnerability frames during active spin Yoshi - mount/ride system with shield HP - 3 extra HP ring on mount, damage depletes shield first - Overflow damage carries to Mario - Forced dismount on shield break with poof effect Objects - Coin system with InstancedMesh rendering (256 max) - Per-instance opacity via shader patching - Pop β†’ float β†’ shrink β†’ fade collection animation - Swap-and-pop O(1) entity removal - Star bit burst spawning with attraction system - Pipe warp travel with camera override blend - Parallel-transported screen-right vector during crossfade - Shadow field updates for traveling entities - trampoline - 3D assets from Hello Mario Framework (now archived) and game rips Audio - 17 wired sound effects with spatial audio - Bob-omb fuse sound: per-entity lifecycle, looping playback tracking - Distance-based volume for poof and explosion effects UI - Odyssey-style ring HP meter with shield inner ring - Number roll arc lerp stagger on health changes - Gold coin counter HUD - Loading screen with code-split fast first paint - Pretext layout flow in "legal" screen with retro Mario Controls - Mobile touch controls: virtual joystick A/B buttons - Proportional analog stick with walk/run speed switching - Gamepad support: Xbox, PlayStation, Switch Pro - Dead zones, auto-reconnect, synthetic DOM key bridge Dev Tooling - experimental CLI level construction tool with undo history - 18 placement types with type-safe defaults - Atomic file writes, auto-backup (max 20), live reload - Dev server auto-save plugin for visual editor - Two-panel debug editor (Tweakpane) - Hierarchy inspector with gravity field live editing - Translation/rotation gizmos with gravity-relative local space - Per-waypoint camera preview for intro spline tuning 731 commits. 53 days. 95% vibe coded.
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Day 3 of recreating Mario Kart with Claude Code and Roblox: I added a handbrake. You can now drift your kart!
Day 2 of recreating Mario Kart with Claude Code and Roblox: You can get items by driving into (and smashing) item boxes
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Day 2 of recreating Mario Kart with Claude Code and Roblox: You can get items by driving into (and smashing) item boxes
Day 1 of recreating Mario Kart with Claude Code and Roblox: I have a driveable kart from Mario Kart DS
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Robert Ciborowski retweeted
Introducing GGEZ: The Nextjs for ThreeJS Games It's an open source framework which adds all the missing pieces to vibe code better ThreeJS games It has full codex integration, so a $20 ChatGPT sub is enough to build games! Literally "bun run start" and you have the full development environment on localhost 0. GGEZ Runtime - Abstraction layer over physics libraries - Character Controllers - It's just ThreeJS, no magic - Load ggez scenes and animations automatically 1. Trident - a World Editor - Codex World agent - A full editor to build scenes - Including Mesh editing, vertex, edge, face - Terrain sculpting - Physics and Player Controller settings - It's just exporting json files and glb assets, no magic 2. Animation Studio - The best you can find on the web - Codex Animation agent - Build state machines and animation graphs - Multi dimensional blend trees - Clip Editor: Create new animations with codex or edit keyframes - Equipment Editor: Never miss the placement of your rifle anymore - ROOT MOTION SUPPORT 3. GGEZ CLI Yea relax, it works fully headless and you can just create new games with bunx create-ggez new-game But at this point just use vanilla threejs?? Anyways if you are like me and you can't guess with code where objects should be placed and you are fifty prompts deep into figuring out where that box should be placed, this is for you If you are an anti AI game developer who insists that this is slop, then just leave a raging comment below please it's good for the algo πŸ™ The whole thing is absolutely experimental and things will break as i move very fast, but I will be building my game with it so i will make sure it becomes stable asap! Link to repo below
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Robert Ciborowski retweeted
Mar 29
Agents can now create and animate sprites for your vibe coded game > Connect any MCP capable agent > Tell it what to make, it can do single requests or create multiple at once > The agent can inspect the results, regenerate as needed > You keep full control over quality and style
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Robert Ciborowski retweeted
#ThreeJS Project with: β€’ 2.5 MILLION animated grass blades β€’ 1,800 wildflowers & poppies β€’ 18 procedural trees β€’ Fireball projectiles with explosions β€’ Wind, fog, subsurface lighting and still we have smooth movements... The secret? Don't prompt "build me a game." Prompt the building blocks: β†’ Try "InstancedBufferGeometry" (1 triangle Γ— 2.5M copies) β†’ Try "spatial chunking with distance culling" (skip what the camera can't see) β†’ Try "animate in the vertex shader, not JS" (GPU does the work) β†’ Try "fake AO with smoothstep on height" (cheap but beautiful) Know the techniques. Let AI write the code...
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Day 1 of recreating Mario Kart with Claude Code and Roblox: I have a driveable kart from Mario Kart DS
I've started vibe-coding Mario Kart for Roblox using just Claude Code. I'll post about my progress.
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I've started vibe-coding Mario Kart for Roblox using just Claude Code. I'll post about my progress.
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Robert Ciborowski retweeted
More experiments in vibe coding game art assets with AI. This time we tackle the isometric challenge... i.e. the final fantasy tactics style Here's a 8-direction isometric sprite based on my pirate character β†’ GPT 5.4 Image 1.5 Will share a tutorial / article on lessons...
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Robert Ciborowski retweeted
Mar 24
ok after 48 hours of vibe coding I’ve created my own version of Civilization, complete with unbounded natural language diplomacy.. meet Uncivilized.fun Now open for FREE to our first 1,000 beta testers, will open source the code in the next 48 hours
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Robert Ciborowski retweeted
This was just for fun. I wanted to see how far I could push 3D game development with AI, so I built this endless runner with #ThreeJS. Took me about 10 iterations with Claude Opus 4.6. Here's what's inside: The game has 3-lane switching, jumping, sliding, coin collecting, 3 types of power-ups (shield, magnet, boost), a lives system, and even a sky phase where you fly through the clouds and dodge obstacles mid-air. No 3D models were used. Zero. Every single object, the bird character, the trees, the mountains, the clouds, the coins, the obstacles, is built entirely from Three.js primitives. Spheres, cylinders, cones, combined and shaped into everything you see on screen. The style is low-poly procedural. Instead of loading assets, I'm generating everything with code. Even the textures: the grass, the dirt road, are drawn on canvas at runtime and mapped onto the geometry. Same for the audio. No sound files. Every sound effect, jumping, collecting coins, getting hit, the wind when you ascend to the sky, is synthesized on the fly using the Web Audio API. So the entire game is a single HTML file. No assets. No downloads. No backend. Everything generated at runtime. And I'm really seeing huge potential here. The way these new AI models handle 3D code, physics, and game logic is on another level. A year ago this would have taken days of back and forth. Now it's a conversation. Want to try it? Link in the first comment πŸ‘‡
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