The first entry covers every project from its first commit. Each line is one fact: something shipped, changed, fixed or measured. Every number comes from the project's own test records, with the hardware it was measured on.
This studio works with AI agents (Claude). A human directs every change and signs off every release.
Orographic Survey
A map of generated mountain terrain in the browser, with planning tools on top.
- Active
- 11 Sep – 3 Oct
- Commits
- 68 on 6 days
- Shipped
First version: one web page that generates a mountain landscape you can look around in 3D.
- Measured
The code was split into modules with automated tests. A default world builds its rivers and lakes in 74 ms and its towns in 64 ms.
- Shipped
A night look: the survey area glows over mountains drawn as dotted contour lines, with a tilt-shift blur (a miniature-photo effect).
- Shipped
Six planning tools: radio masts, measure, route by slope (go, slow-go, no-go), ground profile, line of sight and area editing. Line of sight agrees with a full check on 98.4% of cells.
- Fixed
The camera no longer drifts after a zoom. The picture comes to rest and stays in focus.
- Measured
Automatic quality settings, tuned on a laptop with integrated graphics: 42.4 fps while moving, and full quality 1.26 s after the camera stops.
- Shipped
A day display of the same scene. The switch between day and night takes 45 ms.
- Changed
Two polish rounds after an independent review: labels kept off lines, level lakes, smooth map edges, and a slow pulse of light through the height lines.
Sightline
A lab where a four-person team clears rooms on its own. Every trial can be replayed exactly. The project arrived here as an existing build.
- Active
- 11 Sep – 1 Oct
- Commits
- 22 on 6 days
Team alive, by tactic
- Shipped
Doors that block sight until breached, a flashbang, and a camera slid under the door.
- Measured
Over 200 trials per setup, the share of the team alive rose from 48.6% with no tactics to 98.0% when the team plans its entry around the camera picture.
- Shipped
Standing orders: one member holds the hallway, and some defenders leave their posts to respond.
- Fixed
A stuck team no longer freezes for ever. On one hallway layout, wins rose from 175 to 190 of 200 trials.
- Shipped
Spoken squad orders. A fixed phrase table turns speech into orders, with no AI model in that path.
- Shipped
A radio analyst calls out only key events: 28 of 2,368 events in one four-room trial.
- Changed
The spoken after-action briefing can be read in English or Simplified Chinese.
- Shipped
A real-time 3D view of the same simulation: about 7 ms of GPU time per frame at 1920×1080 on integrated graphics.
The Sailors
A ship-building game about debt. You take a loan for one huge twin-hull ship, build it, run it, and are scored on what it is worth.
- Active
- 16 Sep – 26 Sep
- Commits
- 66 on 4 days
Renderer test: why WebGL2
- Changed
The design documents were rewritten. The game is desktop first; mobile waits for player feedback.
- Shipped
Your interview answers decide where your ship is posted, and the campaign remembers it.
- Shipped
A new game core: one ship in three sizes, the loan, the score and one game clock.
- Measured
Renderer test on the target desktop GPU with about 9,500 sprites: 95% of WebGL2 redraws took 0.8 ms or less, against 13–24 ms for a 2D canvas and a 10 ms budget. WebGL2 became the default.
- Shipped
Sign-up: pick a size, sign the loan, and answer twelve questions while the hull is laid, then launch.
- Shipped
The builder: place modules on the deck plan and watch the yard build them. If the loan goes bad, the lender takes the ship.
- Changed
Loan payments now start at launch, not while the ship is still in the yard.
- Shipped
The ship is drawn in 3D, with an exploded view, x-ray, labels and a parts list.
Kestrel Field
Helicopter operations in a thermal view. Four light helicopters each carry a team. You give the orders, and the autopilot flies. The project arrived here as an existing build.
- Active
- 20 Sep – 28 Sep
- Commits
- 108 on 8 days
Air spacing in the town sweep
- Changed
Orders by place: Shift-click the ground for a menu of what each team can do there. Greyed rows say why not.
- Shipped
Formation flight: two helicopters sent to one objective form up and fly in as one.
- Shipped
A two-storey house. The team moves up and down the stairs.
- Shipped
A new random town on every load. A seed in the address brings the same town back.
- Changed
Air spacing: 20 m sideways or 10 m in height. From 27 September, a pass under 17 m counts as a failure.
- Shipped
Aircraft can crash. The wreck stays on the field, and missions continue around it.
- Measured
1,004 of 1,004 missions completed over 250 random towns and one fixed map, with 0 crashes. Two passes came closer than 20 m but stayed above the 17 m limit. 330 of 330 automated tests pass.
Overwatch
The S3 map, unchanged, with a playable air layer on top: drones, a helicopter, a gunship and a carrier.
- Active
- 3 Oct – 5 Oct
- Commits
- 113 on 3 days
Speed in the slowest scenes, before the polish rounds
- Measured
On the new target laptop GPU, the unchanged S3 map runs at 265.7 fps at night: about 3.8 times the 70 fps floor.
- Shipped
The game skeleton: five aircraft, four hotspots, and gunship guns with real shell flight time and limited ammunition.
- Changed
The world was rebuilt to match the original map pixel for pixel, in 10 of 10 test views.
- Shipped
Ground targets: a six-vehicle convoy and town traffic. Hold the sensor on a vehicle for 1.5 s to lock it.
- Shipped
A carrier with a fleet of 30 aircraft. Relief aircraft launch on their own.
- Shipped
An air traffic control panel: a board of every aircraft, a live top-down view of the ship, and a preview of each order.
- Measured
Before the polish rounds, the slowest scene ran at 104 fps against the 70 fps floor, at 1920×1200.
- Changed
Two visual polish rounds after an independent review: ship wake, deck crew, muzzle flash and label layout.
Theatre Sim
A war sandbox on 4 km of desert coast that runs by itself. Convoys drive, an AI attack jet hunts them, and AI helicopters fly rescues from a robotic carrier. Player control comes later.
- Active
- 5 Oct – 6 Oct
- Commits
- 59 on 2 days
What the autopilot tuning did
- Shipped
The first world runs by itself: a coast, a road, convoys and an AI attack jet that hunts them.
- Measured
In four unattended runs of one game hour each, all 40 safety and behaviour checks passed.
- Measured
Even the slowest 5% of frames run at 769 to 1,000 fps with the basic graphics, at 1920×1200 on a laptop GPU.
- Shipped
AI helicopters plan their own routes through a city and land on roof and street pads.
- Changed
An automatic tuner trained the helicopter autopilot. On maps it never saw, a flight leg now takes 64.8 s instead of 101.1 s, with 0 crashes and 0 near-misses. Smooth arcs at the corners brought it to 63.8 s.
- Shipped
Six robotic helicopter docks on the carrier deck. As the ship pitches, each dock stays within 0.371 m of level (the limit is 0.4 m).
- Shipped
The rescue loop: after a convoy is hit, helicopters fly a team to the wreck and bring survivors and supplies back to the carrier. 56 rescues completed end to end in 20 test runs.
- Changed
Sun shadows (in testing), clearer people, a visible dock arm and tapering smoke, after playtest feedback and an independent review. With shadows on, the slowest 5% of frames still run at 526 to 769 fps.
Nightfall Ops
A pixel-art tactical mini-game for the phone browser. Nothing to install.
- Active
- 6 Oct
- Commits
- 1
- Shipped
One playable mission in three phases: drop three soldiers in, knock out two missile sites and a radar, then call in a drone, a gunship and helicopters to capture three targets.
- Shipped
A four-minute clock, a team-health meter and a saved best time.
- Shipped
Automated tests play the game logic through a win, a loss and a restart. It is not yet tested on real phones.
Economy monitor
Internal tooling: a live dashboard in the terminal that watches the game's economy simulation and never changes it.
- Active
- 29 Aug – 31 Aug
- Commits
- 9, and 1 housekeeping on 6 Oct
- Shipped
First version, on stand-in data, with a check that no money appears or disappears.
- Changed
Finer charts, drawn with braille dot characters (8 dots in each character).
- Shipped
Connected to the real economy simulation, read-only: all 193 of its files are unchanged after any run.
- Fixed
A lost connection no longer sets off a storm of retries.
How this entry was made. From the pushed git history of each project and the numbers in each project's own test records. Dates are UTC. A number is shown with the hardware it was measured on. Where a later change replaced earlier work, only the result is listed.