AI Native Simulation Game
A two-month production lab: character-customization AI repaint, AI-generated UI, AI-assisted 3D, and marketing artwork — AI workflows, character systems, and ComfyUI experiments documented as a screenshots showcase.
// AI CREATIVES
I have been working with generative AI since 2022 — mostly exploring what it can do inside the game-art pipeline (image and video generation), and lately building experimental mini-games with Claude Code and Codex.
I have also partnered with Kling AI and MiniMax as a content creator. Every entry below says exactly where AI was used.
AI workflows built inside real production — pipeline tests, and things that taught me something.
A two-month production lab: character-customization AI repaint, AI-generated UI, AI-assisted 3D, and marketing artwork — AI workflows, character systems, and ComfyUI experiments documented as a screenshots showcase.
Early prototype work for Call Me Sensei, the voice-first language-learning game: a unified character concept and all animation clips generated with Luma Dream Machine and Kling AI, plus a live LLM persona and real-time emotion-mapped voice. One-day hackathon build.
A team speed-run: roughly two hours from idea to a finished 36-second promo for a pirate-adventure game concept — character close-ups, gameplay-style beats, and a title-card ending, with the shots generated by AI video (Google Veo).

A 2-minute online multiplayer horror game for 3–10 players: take a selfie, answer three eerie questions, get judged into an animal identity — then survive the AI Monitor's flashlight by obeying its rules. Your phone is the controller. Built as a hackathon team project, April 2026.
Artworks and game content where AI is part of the craft — always disclosed, never a shortcut past the eye.

A letter-sending party game about finding gratitude inside bad days, designed and playtested through four major versions.
All word stamps, chance stamps, and letter cards were generated with Midjourney, then vector-cleaned and laid out in Illustrator.

The character concept art for Ruby, the runaway vampire girl, was generated with AI and developed into the game's visual direction — together with an AI-generated concept video.
Tools and scripts I write to put AI to work inside real pipelines.

A tutorial series on building a portfolio website with AI, published on Douyin and RedNote — 700K+ combined views.

A daily briefing workbench I vibe-coded to keep up with the industry: five game stories and one AI update every day, from Chinese and global sources, with editor summaries and reading progress.

A Wrapped-style annual report of my 2025 game-dev year, vibe-coded as an interactive scrolling site.