with no coding background built a game in 6 weeks with claude opus 5.5 + godot... there’s a smart way to set it up: - step 1: run opus 5.5 in claude code inside your godot project - step 2: build one feature, test it in the game, adjust until it feels right, then start the next - step 3: generate reference images in your game’s style with codex/astra - step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift - step 5: make the big 3d assets in tripo p2 from those references - step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper) - step 7: animate in cascadeur - step 8: document every vfx and shader in obsidian so the look stays consistent who does what: > opus 5.5: most of the code > codex/astra: references and assets > tripo p2: the big 3d models > godot: custom tools, headless scripts, the game one json file of good prompts is why every character, monster and prop looks l

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with no coding background built a game in 6 weeks with claude opus 5.5 + godot... there’s a smart way to set it up: - step 1: run opus 5.5 in claude code inside your godot project - step 2: build one feature, test it in the game, adjust until it feels right, then start the next - step 3: generate reference images in your game’s style with codex/astra - step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift - step 5: make the big 3d assets in tripo p2 from those references - step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper) - step 7: animate in cascadeur - step 8: document every vfx and shader in obsidian so the look stays consistent who does what: > opus 5.5: most of the code > codex/astra: references and assets > tripo p2: the big 3d models > godot: custom tools, headless scripts, the game one json file of good prompts is why every character, monster and prop looks l

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