From an empty arena to a playable game in 8 briefs.
The guided tutorial built into the studio. For absolute beginners — no game engine experience required. Experienced devs can read it through to learn the brief workflow, then skip to their own ideas.
Each step gives you the brief plus context.
Every step shows the brief to type, what the team will probably propose, a tip for beginners (no jargon), and a tip for experienced devs (the Godot idiom or platform shortcut they'd care about). You skip the parts you already know.
- • "Use this brief" pre-fills the brief box.
- • Progress saves automatically — pick up where you left off.
- • Tutorial state is per-browser; jump back to step 1 any time.
The 8 briefs.
These are the actual briefs the in-studio tutorial walks you through. Each one is a single sentence — you say what you want, Sam plans, the team executes.
Add a player you can move
Add a player character to the scene that can move with the arrow keys.
Sam (your producer) writes a plan attributing the work to Maya (engineer). You click 'Approve all & execute.' Riley playtests and reports back.
Demonstrates: the brief box, Sam's planning, approve/execute flow, Riley's playtest
Keep the player on screen
Add walls around the edges of the screen so the player can't walk off.
If the result isn't quite right, type the next brief refining it. The History tab on the right shows automatic checkpoints — roll back if a change made things worse.
Demonstrates: iterative briefs, checkpoint history, rollback
Add an enemy
Add a single enemy that wanders around the screen randomly.
Notice the cost pill in the top bar tracking what your connected providers charged. Free-asset libraries (Kenney, Quaternius, freesound) are checked before any AI generation — saves money + clean licenses.
Demonstrates: cost pill, breakdown dialog, free-asset preference
Defeat the enemy on contact
When the player touches the enemy, the enemy is destroyed.
Plans are step-by-step. You can approve some and reject others — rejected steps don't run and don't cost you anything. Community contributions are surfaced when relevant.
Demonstrates: per-step approval, contribution stack referencing
Announce the win
When all enemies are defeated, show 'You win!' in the center of the screen.
Don't worry about polish yet. Build the gameplay first; iterate visuals second. Ren (designer) shows up advisory in this kind of plan — his voice appears in Sam's producer_message.
Demonstrates: Ren's advisory voice, design-vs-code agent split
Restart the game
Add an R-key to restart the game from the beginning.
Briefs that describe input + behavior without prescribing implementation are best. Let Maya pick the Godot idiom. If you want a specific API used, just say so.
Demonstrates: technical specificity in briefs
Add a sound when the enemy dies
Play a short chime when the enemy is defeated.
If you have ElevenLabs connected, Iris generates a real chime (~$0.05). If not, Sam tells you and points to Settings — never silently mocks it. The platform stays honest about what it can do.
Demonstrates: Iris, honest 'provider not connected' UX, audio pipeline
Title it and ship
Add a title at the top of the screen with my game's name. Call it whatever fits a one-room arena.
Ren may propose 2-3 candidate names in the producer_message; pick one or counter with your own. You just shipped a complete game — open the project folder in Godot to confirm the scripts are real.
Demonstrates: Ren's naming role, the project is real Godot — owned by you
What you need to start.
One connected planner provider. That's it. The platform is free to explore; the AI cost goes to your provider account.
- Anthropic Claude — best default; Sam was tuned against it. ~$0.30 to run the full tutorial.
- OpenAI GPT — equally capable; comparable cost.
- HuggingFace — one-click OAuth; cheapest path. Defaults to Qwen2.5-Coder, free tier covers the tutorial.
- DeepSeek / Mistral / Gemini — all wired as alternatives; pick by price or strength.
Optional for the full effect: ElevenLabs (sound effects in step 7), Replicate (custom sprites in step 3). The tutorial completes without them — the team will be honest about what they can't do without them.
Ready when you are.
Open the studio, click ⚙ Settings → Help → "📖 Build Your First Game tutorial." The first brief is already filled in.