I made a cozy fishing game alone with Claude Opus 5.5, Blender, a 3D model generator and Unity 6, and the whole method is one rule: every tool gets one job and never touches another. The setup: Step 1 -> Tripo Smart Mesh P2 generates every model: palms, rocks, the pier, the boat, the hut, the character. Step 2 -> Claude Code hooks into Blender through MCP. Step 3 -> Opus 5.5 preps each model in Blender: scale, pivots, materials, clean export. Step 4 -> Opus handles the animation in Blender as well: the walk cycle, the cast, the rod, the boat bobbing on the water. Step 5 -> Everything lands in Unity 6 and the world gets built: forest, river, waterfall, beach, pier. Step 6 -> Systems arrive one at a time: walking, fishing, bait choice, time of day. Step 7 -> After every step I play it and fix exactly one thing. The split: > Tripo: the 3D models. > Opus 5.5 + Blender: setup and animation. > Unity 6: the world and the game. One person, one stack, and a game you would actually si

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I made a cozy fishing game alone with Claude Opus 5.5, Blender, a 3D model generator and Unity 6, and the whole method is one rule: every tool gets one job and never touches another. The setup: Step 1 -> Tripo Smart Mesh P2 generates every model: palms, rocks, the pier, the boat, the hut, the character. Step 2 -> Claude Code hooks into Blender through MCP. Step 3 -> Opus 5.5 preps each model in Blender: scale, pivots, materials, clean export. Step 4 -> Opus handles the animation in Blender as well: the walk cycle, the cast, the rod, the boat bobbing on the water. Step 5 -> Everything lands in Unity 6 and the world gets built: forest, river, waterfall, beach, pier. Step 6 -> Systems arrive one at a time: walking, fishing, bait choice, time of day. Step 7 -> After every step I play it and fix exactly one thing. The split: > Tripo: the 3D models. > Opus 5.5 + Blender: setup and animation. > Unity 6: the world and the game. One person, one stack, and a game you would actually si

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