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Cody D'Arclund
We're talking about games and talking about building games here. But the same thing translates really well to, like, when you're building actual applications too. A lot of times you're starting with this blank framework and you're giving it like a broad idea of the thing you want to make. And then you're diving into these individual features.
Claire
What are your sources for figuring out how to scaffold with existing technologies?
Cody D'Arclund
A lot of times I'll ask the AI if I wanted to build a game, I wanted it to run inside of a browser, which technologies make the most sense, but then picking those things out and starting to do deep dives on it like traditional Google, and feeding that back into LLM, so it almost becomes like a conversation with another developer. Or you're like, hey, I learned this thing from the Internet. Can you implement this in the game?
Claire
I just think that's a really interesting process that nets out net positive.
Cody D'Arclund
We're in this time period where everyone can go and do this. My kids have sat down and started playing with building games and things like that.
Claire
So we're going to Speedrun Vibe coding this game.
Cody D'Arclund
We are going to Speedrun. I want to build a flight simulator. I want turning to bank the plane and arrow keys to control pitch. And there's our game.
Claire
Hold your horses. You wrote like 27 words into this prompt and now you have a video game. Welcome to How I AI. I'm Claire, product leader and AI obsessive, here on a mission to help you build better with these new tools. Today we have a very fun conversation with Cody D'Arclund, senior director of Developer experience at Sentry. Cody is one of the most prolific Vibe coders I know, doing everything from building personal to do apps for his family to automating just about everything you could automate at work. But today we're doing something extra fun. Kody's going to Speedrun building a 3D multiplayer game live on the show. Let's get to it. This episode is brought to you by Enterprint. Enterprint is a customer intelligence platform used by leading CX and product orgs like Canva, Notion, Strava, Hinge and Linear to leverage the voice of the customer and build best in class products. Enterprit unifies all customer conversations in real time, from gong recordings to Zendesk tickets to Twitter threads and makes it available for your team for analysis. What makes Enterprit unique is its ability to build and update a customer specific knowledge graph that provides the most granular and accurate categorization of all customer feedback and Connects that feedback to critical metrics like revenue and csat. If modernizing your voice of the customer program to a generational Upgrade is a 2025 priority, like customer centric industry leaders Canva notion and linear reach out to the team@enterprise.com howiai that's e n t e r p r e t.com howiai okay, Cody, I hate to admit when people vibe code harder than I do, but I believe that you are one of a very few set of people who do vibe code more than I do. So tell me the truth. What is up on your screen right now? What are you working on?
Cody D'Arclund
Oh God. So I tend to look at the different tools as like little junior developers who are helping me work on different things. So I tend to keep a lot of tools up at any given time because they're all working on different parts. And so I'm going to go just share my screen and we're going to take a tour of what's running on. On Cody's desktop.
Claire
Maybe I'll keep a running tab if I'm running the same things.
Cody D'Arclund
That. That's fun. All right, so I was in, I was working on a little, a little bit of a pager like web performance. That's a little bit of a work test. So I work at Century and so I was working on some things for real work there. Behind the scenes though, I've also got Cursor as well as Windsurf up because I really can't decide which one that I like more at any given moment. So I just use them both and I use them both often. So I've got both of those. I was doing some work inside of MCP and so I have clawed up and was doing some things inside of there. Inside of Windsurf. I was playing around with the game I built, which I think we're gonna talk a little bit about a little bit about later on. Cursor is dived into a little application that I was building for testing Sentry things out and then again tons of stuff in Bolt. Both things that are work related but then also diving into some just like personal applications that are just fun for. For home productivity. So what is that? Windsurf Cursor, Claude. I have Claude Coda open inside of. Inside of my terminal. Yeah, we're all over. We're all over the place. We are truly unhinged in AI today.
Claire
Yes, I think you, you have me beat. At least, at least right now. I am not currently coding while doing, doing this podcast. So you are Right. I actually want to talk about something a little different today, because I've seen a lot of your work product generated by AI. I've seen some of your personal productivity tools and what we call meme apps, these, like, little micro apps that you've built with Bolt. But the most impressive AI thing I've seen you build is your space game. So I would love for you to show us the end product of what you built with AI, and we're going to work back into how you learned how to build that.
Cody D'Arclund
Sure. So we'll go. We'll hop right back into sharing. And so I built this fun thing. And, you know, I've always. I've always enjoyed kind of like flight simulators. And there was this moment in time in social recently where there's people popping up building all of these, like, plane simulator apps. And I was like, man, I really want to fly in space. You know, I loved playing X Wing back in the day. I loved playing no Man's Sky. And I was like, I bet we could make something like this. So I started playing around with, how could we do this? And so this is the game. This is a little game called Spaceflight. And anyone can go and play this. It's on Spaceflight gg. And so you can go in, you can pick your name, you can pick the ship that you want to fly around as you enter into the game, and then you're in. And so this is all multiplayer, too. And so that wasn't. It wasn't initially, but it has become multiplayer now over time. And, you know, it started off as just kind of like a random idea of I could fly around space. How could I make the scene? And then how could I. How could I make this thing look like a ship? Well, what if I really want it to look like a ship instead? And so it kind of grew sort of out of control, but there was a lot of. A lot of fun that happened along the way to get there.
Claire
Okay. I joined the game as well. So it proof is it is online and it is multiplayer, so I'm in it. Okay, so you built this game, which, when I was growing up, all the only reason I got into computers is because I wanted to make video games. But tell me, have you done game development before? Like, this is very impressive.
Cody D'Arclund
No, honestly, I think I played games growing up a ton. I was always pretty intimidated by going and trying to build one out. And so I just. I played them. And so this was my first foray into trying to get something together that I could actually Go and go and play and have other people play with me and see where it goes.
Claire
Okay, so how did you learn how to develop this space game? Which still totally blows my mind.
Cody D'Arclund
Yeah, I think we joke about the whole vibe coding thing, but this was probably my first real experience in truly vibe coding a thing. And I jumped in and I was like, I want a flight simulator in space. And so it ended up producing this thing that had like the starry background, kind of like what you're seeing here, but ultimately had like a gray cube in the middle that was supposed to represent a spaceship. And really it just ended up being this kind of back and forth asking of, like, I want to change this part a little bit. I want the stars to move when I go forward. I need to handle controls. And there was all these things that were like, that I didn't really think of before I started the project out as far as what is movement like in three dimensions? In that case, how do you handle that? How do you handle which way you want to move at any given moment? I had this idea then. Well, there's tons of 3D models out. For example, I was on Sketchfab and I started looking up different spaceships. And I was like, well, these are all pretty cool. I imagine I could bring these in. And so I went in and asked Cursor to go in and set these up. And I started reading more about what it was actually doing. And I think that's like, maybe a little bit of a different approach that I take is like, when these things, when it starts going and building this stuff out and I see like different technologies being used, I'll go in and I'll start asking it about, how does this work? So, like, as it started talking about GLTF models and GLB models, like, how do these work? How are they actually brought into the game and start trying to learn a little bit about, like, what it's actually implementing so that I can use it. Use it also. And so, like, it set up the scene in 3js. 3js is a pretty well documented platform overall. And so there's a lot of information out there. It built out the scene. I told it I wanted to replace that gray cube with. With one of these models instead. And we went back and forth on that a bit because there's a lot of. There was a lot of nuance in making that happen. Right. For example, like when you pull in these models, the game doesn't know what that model actually looks like. It's just a skin over, over A thing. And so figuring out how to like position it and how to give the game an idea of what forward actually is because some of these would load up sideways and so I'd have to tell it, oh that the front of the ship is actually 90 degree turned to the left horizontally because then I do 90 degree turn and it would just rotate at 90 degrees and see it's a lot. It's like an interesting lesson in being really specific with the models and how, how you want them to behave and how you want to have them like act or how you want them to bring things out inside of the game. But then once you get it done once you can say, hey, apply the same logic to my next ship. And like I have a local version of it that's running that has, you know, five different ships in it that I just haven't put into the, into the real game yet because like it's really easy to prototype those out more and build more now.
Claire
So you, did you start this from scratch in cursor? Like walk us through how you really got from an idea to here. What tools did you use? Where were you doing that? Learning.
Cody D'Arclund
You know what, let's have some fun. Let's start building one a little bit.
Claire
Okay.
Cody D'Arclund
Let's just do it live.
Claire
We're going to build a game now.
Cody D'Arclund
We're going to actually build one. We talked about doing this. Now we're actually going to do it.
Claire
Okay.
Cody D'Arclund
So if I wanted to start this from scratch, I'm going to go NPM create and I'm going to give it a different name. We'll just go instead of flight, we're going to go boop flight.
Claire
So you're starting a blank basically. React.
Cody D'Arclund
Yep. Empty react project.
Claire
Right.
Cody D'Arclund
And so I'm going to come in here and I'm going to go into this boot flight project now. Not boot flight, boop flight. And now I'm in this project now. One of my favorite tools, it's kind of the up and comer right now. I know you love it too. We're going to go right into Claude, but we're going to live dangerously and we're going to skip all permissions. So it's just going to yolo all of this into place and we're going to see how it goes.
Claire
Great. So we're going to speed run vibe coding this game.
Cody D'Arclund
We are going to speed run. I'm going to have it init. And what this is going to do is it's going to start bringing in that initial context of the project as part of like Claude's understanding, it's going to create a Claude MD file that's going to make it understand what the project structure is, what application or what a framework it's using. So it's just good to like start off the project with like good understanding, a good context around this. And I really did start from just an empty, an empty vite project. And you know, I think like we're talking about games and talking about building games here, but the same thing translates really well to like when you're building actual applications too. A lot of times you're starting with this blank framework and you're giving it like a broad idea of the thing you want to make and then you're diving into these individual features. And so like I built a lot of that inside of like real like company level software. I took those same lessons into how I was building the game. Like I had this broad idea and I just started working on the individual features of that idea and building it out. And so we have this broader game here now or broader project overall. So let's say we're going to do a flight simulator again, but we won't do space this time. What we'll do is I want to build a flight simulator game that uses three Js. Let's use polygon style art for the planes, WSD for movement. I want turning to bank the plane and arrow keys to control pitch.
Claire
Oh, look at you, kid raised on flight simulators.
Cody D'Arclund
Kid raised. Let's see, let's. Let's have it take off from a green field with trees and other objects around. We're going to be super vague. I have no idea if this is going to work out well, but we're going to see what happens. And really like this whole idea. I think people struggle a little bit with like the vibe coding thing because a lot of times they give it far too big and too specific. I tried to stay pretty wide and like, what's the broad strokes of what I want this thing to look like? Because I feel like that gives, that gives the LLM enough room to actually build something that works and then I can tweak the individual parts as I go. And so like in my head I literally think through these chunks of the thing that I'm going to improve and I just want to see like, what's the V0 prototype of this thing that is the earliest version and how do I start making progress on it. And again, the same thing translates to like the productivity apps. I built this like tracking application for like tasks around the house that I could share with, share with my spouse. And so like the same thing applied in there. I want an app that tracks everything I'm doing. I want to create subtasks off of that. Now I want to integrate, you know, Supabase for authentication. Now I want to have a backend, a backend database and like this gradual step of complexity over and over again. It has always been a much more approachable way for me to handle like building things out inside of these applications. But I see people pop in sometimes and they do these like very detailed project level plans that are like every single stage and they feed it all into the context in one shot. And then they get frustrated when like the AI doesn't produce the perfect thing at the end of it. And it's like, well, you gave it a mountain of tasks that were hyper specific. Let's try to break it down a little bit.
Claire
So let me ask you a question because one thing I will say is you may not be a game developer, but you're clearly a developer and that you know what libraries to ask it to install, you know, some of these components. And I'm just curious, how are you learning for any one vibe coding project, what are the libraries that people are using? Like, what are your sources for figuring out how to scaffold with existing technologies?
Cody D'Arclund
I stay fairly connected in like developer communities overall. But something else that I've started doing a lot more lately is like going in A lot of times I'll ask the AI for like the game one is a great example. If I wanted to build a game. I remember actually doing this. I went in, I said if I wanted to build a game and I wanted it to run inside of a browser, which technologies make the most sense? And like it'll go through and tell you like in this case it was like 3js is an option. When I did the multiplayer, that was another one that I did this on was I want to implement multiplayer inside of the game. What's the best route to do this? I think websockets might be the right answer, but other alternatives. And it said, you know, websockets are an easy one but and allow for great customization, but also have the highest, the highest amount of work associated with them. Here's a couple of other open source libraries people use. It's like that's one way to learn. But then picking those things out and starting to do deep dives on it. Like even outside of the LLMs, just going in traditional Google of like building scenes in 3Js. How do people approach this? And taking that and feeding that back into LLM. So it almost becomes like a conversation with another developer where you're like, hey, I learned this thing from the Internet. How do you. Can you implement this in the game and having it tell you if it's a good idea or not? A lot of times that's another thing I'll do, is I'll ask the game or I'll ask the LLM. Is this a good approach? I've implemented WebSockets in this way because I wrote the first part of WebSockets myself, just because I've done a lot with WebSockets in the past. And when I got done with it, I went back and said, hey, can you look over this implementation and tell me if this is right? And it caught a few things where it's like, oh, you're having a race condition here, you're not optimized here, you're not disconnecting sessions appropriately here. And so I really do look at this as like another developer that I'm handing off tasks to to see how they, how they end up going.
Claire
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Cody D'Arclund
All right, so it looks like it finished up, it finished building. Everything's good. So now I just need to go and run it locally. We'll do that and we'll launch it. And there's our game now.
Claire
Shut up. Hold on, hold your horses. You wrote like 27 words into this prompt and now you have a video.
Cody D'Arclund
Game now, there's a couple things though. Like, it looks great. This is fun. I feel much joy. But what I see on my side is if you look, I'm banking to the right, so I'm pressing D and it's turning opposite. Also, the tail is on the back end. So the camera is actually looking at the fly at the plane. So instead of being behind it, I'm on the front of it. Do you see what I mean? I mean, this is a good example of going back in. And we'll go back in here and we'll tell it. It looks like my camera is facing the front of the model. Now this might not work right because like the front is a. Is more of a. Of a human term in this case.
Claire
Should we say the nose of the plane? This is my liberal arts coming into play.
Cody D'Arclund
The nose of the plane we should be looking. Should be fixed to the tail of the plane. Can we. I don't want to zoom out yet. I also feel like it's a little too close to be. We need a little bit more. We need a little more range here.
Claire
Look, it even gave you a little guide to the flight controls. And you didn't ask it to do that.
Cody D'Arclund
So it's making some changes. I love, I love that we can watch it actually happen here. What it's actually updating COD code is the ultimate, like vibe coding tool. I swear, I definitely can tell that it's reversed because when I go forward, the plane is flying at my screen as opposed to away from my screen. So it's definitely that the camera is totally reversed.
Claire
What I love about CLAUDE code is you can see your tokens go. Really use up those token fees.
Cody D'Arclund
I really need. I need this game to take off so I can make like just a hundred dollars a month for people so I can pay for these tokens and not get yelled at for spending my household funds on AI every single month. So it looks like it's rotating the camera here so we're getting a different look direction. It's making these updates. And so like, what I think is really interesting about this is this is all running now. Something else that I think is like a not so often used hack is I'll open up a new tab sometimes. And so in this case, I'm still in Boop flight. I can make a directory for server. I can switch into server and I could say NPM init. I can install Express in here. And so like I could easily go back up a level now open up a second CLAUDE instance and I Can start instrumenting like the multiplayer stuff that we talked about. And so because I know just from the previous project that the websockets works really well, I can say I want to start implementing multiplayer for this game in the server directory. Handle player joins and give me a chat interface on the top right. That shows when people join the game.
Claire
So you have dueling Claude code going right now, working on the front end, just setting up the framework, the visual framework and interactivity of the game. And then the back end setting up multiplayer. Okay. Oh, we got a tail now.
Cody D'Arclund
But now we're. Now, see, but this goes back to what I was talking about, like that things don't always work the way you expect to do. So now instead of being slightly above, I'm slightly below. I'm still reversed. So when I go forward, I'm flying backwards. So visually we look right, but all of our controls are reversed now. And so in reality, what was going on is like the camera was not mispositioned. The camera was right, it was that everything else was positioned wrong. So now we go back in and we tell it, all of my flight controls are reversed. Now we should fix that. I also want the camera to be slightly above and behind the model.
Claire
Okay. And so let's check in on your multiplayer now that we're making some modifications. Okay, so it's setting up some.
Cody D'Arclund
It is setting up the game itself or setting up the multiplayer. The multiplayer stuff. Oh, we just dropped a whole bunch of stuff in so we can see the web sockets. Right. So it's going in and saying, like when someone joins the message, what does chat look like when the socket detects someone move? What does that look like? What does it look like when someone disconnects? So it's building out all of this stuff now. It's adding in the dependencies for socket. Our tokens just keep climbing. Things just keep going. So we're still fixing things there. And it's like I really am having. Look at that. Look at us.
Claire
And we have our.
Cody D'Arclund
And we have our. So our flight controls are a little wonky still. So we're still. We're still. We're banking right, but we're turning wrong. So that's a fix. But visually we're much better off than we were before.
Claire
It looks amazing.
Cody D'Arclund
I know you want your kids to play it.
Claire
My kids are definitely, definitely going to play this. Okay, so let's. I think this is blowing my mind in terms of quality of gameplay. I know that you have higher standards for your game controls, but we can Let that rest for a little bit.
Cody D'Arclund
Yes.
Claire
So now you're setting up multiplayer, which would be another aspect to this game which I think would be very complicated to set up and prototype. Just taking a step back totally. How long do you think just writing this code would have?
Cody D'Arclund
Yeah, you know, I think that like writing it completely from scratch is probably at least several hours to get to a good like baseline of what this is. And especially like without sitting down and drawing up like diagrams, starting to think through what all of that looks like. Just getting it to a point of, of being able to connect, have multiple players be able to connect, be able to see how they act inside of the game. Like there's a lot of architecture choices inside of there that you would make as you are building it. So I'm going to say at least, at least a few hours. And we have at least a V0 prototype of it coming in pretty quickly right here in just a few minutes.
Claire
This is amazing.
Cody D'Arclund
We now have a, we have a flight strip that it went and implemented. I didn't even tell it to implement these mountains. What is, what is all this? What is all this stuff in the distance? Growing up. This is how Skynet starts. I'm telling you.
Claire
This is very, very cute. Okay, so before this turns into a twitch stream of us just playing your very fun flight simulator later game, let's check in on multiplayer. Did you make this a real game?
Cody D'Arclund
Well, we're going to find out. So looking through the run finished inside cloud code. So it made all the changes that we asked for. What's really cool is it gives us some nice documentation along the way of what's actually happening here. So I love that we've got it up and running behind the scenes. So our game is up. The multiplayer screws up. I'm seeing some joins which are the browser. I'm guessing the actual like cloud code browser session. Trying it out. So we got, we have good signs. We have. We are suggesting that things look good. Let's jump in. It changed more. Look, there's mountains in the distance. As it was correcting the other things.
Claire
Okay, so you joined. You're. You're there and then.
Cody D'Arclund
Oh, and I see, I see multiple players. So now let's open up another tab maybe.
Claire
Oh, there's three players in the game now.
Cody D'Arclund
Pseudo players in the game now. We, I mean, obviously we have some things that are broken here. Right. So like this should be down here on the bottom, should be the top of the screen. It's like, oh, I can, I can mouse wheel Scroll. This is a new feature. We're stuck in it.
Claire
Oh, and you have different camera views.
Cody D'Arclund
It's a cock. It's like a cockpit view. So, like, these are some of the problems though, right? Because, like, I didn't ask it to implement this and so like implemented that anyways. But we are seeing Claire, we're seeing like the chat. The chat wind is a little broken. So these are things that we have to fix. But ultimately, like, think about how long it would have taken to learn how to build this from total scratch, implement all of this, set up the multiplayer. Like this would have taken several hours, if not days to go and do just for like a hacky fun prototype. And we did this in what, 15 minutes total. Like, we got long ways in a short period of time.
Claire
This is. This is amazing. Okay, if I know you, we're going to end this podcast and this is going to be your weekend project. You'll send it to me and my kids can start playing, which they're already doing with the space game. So I understand that we could iterate and fix some things. It seems like part of why I love this demo is you've shown us some of the frustrating moments of working with these LLMs to code. And it's not always perfect. You take two steps forward, one step back. You add multiplayer, but you break the window. You add zoom, but you accidentally zoom through the airplane. And so I just think that's a really interesting process that nets out net positive. What do you think about that?
Cody D'Arclund
Yeah, I think one of the things that's worth calling out here is I talked earlier about the problem with people throwing too much plan at it. But I think that a little bit of plan is a good thing and some rules and guidelines around it are a good thing. But I think again, the iteration is what really matters here and how far we were able to get in such a short period of time as far as creating velocity and creating speed. I think that's the really cool thing here is, yeah, it wasn't perfect, but we got it doing the main things that we wanted it to pretty painlessly.
Claire
Okay, so let's do a quick lightning round and then get you back to your game development. So question one. How do you strike a balance between sort of this like fun exploratory stuff, building games, learning totally new technologies, and figuring out how to apply AI in your kind of professional day to day?
Cody D'Arclund
You know, I think the thing about this is that it really isn't that much different from the workflow that I do as like day job stuff. As far as, like, building, building software, trying things out, trying new things to hack out. I build a lot of repros off of, off of AI, like when I work with customers and things like that. And so, like, the skin might look different. One's a game and One is enterprise SaaS software developer, SaaS software. But ultimately, like, the workflows end up matching a lot. And so I'm fortunate that the things that, like, I enjoy doing are very similar in a way. But I think the answer is really, like, intentionality, right? Like, I started building the game because I wanted something fun to be able to show kids and show my kids. Show your kids to play with, have people be able to go in and have fun with. That was different from building just another. Another web app. And I have to, like, be really, like, conscious about choosing which one that I want to do. But the workflow matches up in a lot of the same ways. You know, like the whole taking a broad concept and breaking it down into the things I want to build inside of it and iterating on it. So it feels very similar. But it's just choosing what am I actually going to do? Am I building the fun thing or building the work thing? And they overlap sometimes.
Claire
And sometimes the fun thing is, as we showed, a little frustrating. So I'll wrap with my favorite question to ask, which is, when your vibe coding AI assistant is constantly breaking things stuck in a loop or adding features you did not ask it to add, what is your tactic for getting it to listen?
Cody D'Arclund
I mean, I just scream at it, why are you this way? No, I tend to ask it a lot of times, hey, can we start over? Can we start fresh if we get, like, far off the path or far off of what I wanted to build, hey, we've been wrong for a while. Can we take a fresh look at this problem? Here are the main requirements, and I'll like, list them out as, like, here are the main requirements. Let's take a fresh look at implementing these. Sometimes I'll call out, like, complexity, like, hey, I feel like we've layered on a lot. Or I'll literally say we've layered on a lot of solutions. Can we simplify this in some way and start over? I like to also, like, early on, set up, like, a good cursor rules file or have, like, Windsurf memories in place. Windsurf has its own rules files too. But, like, I find that the Windsurf memories work really, really well for this and, like, set big guidelines around really what I really wanted to focus on, but that doesn't necessarily help when it gets squirrely to your point. Off, off the. Off the beaten path. So a lot of times just being very clear with it and very clear about, hey, let's start over. Let's reset this part and also like taking these bigger problems and scoping them down smaller. And so, like, if we get way off the path, let's take that problem that's way off the path and let's drill it down and say, like, I want the menu to be here, like the chat window and the other. And what we were showing a moment ago is way off the screen. I'm going to go back in and I'm going to say, hey, the part of the upper part of the game is moved to the bottom. The chat window's off. Can we fix those? And I won't. I'll ignore everything else and just focus on that to keep the context window focused. So just being intentional, talking to it, giving it clear directions and clear, clear expectations.
Claire
I hate to tell you this, my friend, but it sounds like you're a product manager.
Cody D'Arclund
Oh, God.
Claire
Okay, Cody, this was so fun. I think you're going to inspire a bunch of people to build their own 3D multiplayer game in 15 minutes. I think we speed ran it. So where can we find you and how can we help you?
Cody D'Arclund
Yeah, I'm on X so at Cody D'Arclund. I'm on there often. I live digitally online, especially when building the games and stuff. As far as helping me goes, like, I get a lot of inspiration out from seeing other people tell these stories. And I think, like going in and learning how to build something new. We're in this time period where everyone can go and do this. Everyone can. Like, my kids have sat down and started playing with building games and things like that. And so the thing that would help me the most, just being excited about going in and building and like sharing the software you're building, the fun games you're building and sharing stories like that. There's enough things going wrong, wrong in the world that like being excited for this new world we're in where anyone can come in and build and build cool things is just really inspirational. I draw a lot from that. So share it with me. Tag me in it. I'll hype it up. You'll hype it up. It'll be. It'll be a lot of fun.
Claire
Well, cheers to that. Thank you so much. This was really fun.
Cody D'Arclund
All right, thank you.
Claire
Thanks so much for watching. If you enjoyed this show. Please like and subscribe here on YouTube or even better, leave us a comment with your thoughts. You can also find this podcast on Apple Podcasts, Spotify or your favorite podcast app. Please consider leaving us a rating and review which will help others find the show. You can see all our episodes and learn more about the show@howiaipod.com See you next time.
How I AI: Vibe Coding a 3D Multiplayer Game in 15 Minutes—with No Game Dev Experience
Host: Claire Vo
Guest: Cody D'Arclund, Senior Director of Developer Experience at Sentry
Release Date: May 5, 2025
In this engaging episode of How I AI, host Claire Vo sits down with Cody D'Arclund, a seasoned developer renowned for his expertise in vibe coding—leveraging AI to build applications swiftly and efficiently. Cody shares his innovative approach to creating a 3D multiplayer space flight simulator in just 15 minutes, all without prior game development experience. This episode delves into the practical applications of AI in software development, the iterative process of building with AI, and the unique challenges that arise along the way.
Cody introduces the concept of vibe coding, explaining how AI tools can serve as junior developers assisting in various aspects of project development. He emphasizes the flexibility and accessibility that AI brings to the table, enabling even those without extensive development backgrounds to create functional applications.
"We're in this time period where everyone can go and do this. My kids have sat down and started playing with building games and things like that."
Claire praises this democratization of development, highlighting the positive impact of AI-assisted coding.
"I just think that's a really interesting process that nets out net positive."
The core of the episode revolves around Cody's live demonstration of building a 3D multiplayer space flight simulator named Spaceflight. Using AI tools like Claude and Windsurf, Cody showcases the rapid development process, illustrating how broad concepts can be translated into concrete features through iterative AI assistance.
"I built this fun thing. It's a little game called Spaceflight. Anyone can go and play this. It's on Spaceflight.gg."
Cody explains his inspiration—drawing from classic flight simulators and modern multiplayer games—to create a space-themed experience that allows multiple players to interact in real-time.
Cody delves into his workflow, detailing how he utilizes AI as a collaborative partner in development. He discusses the seamless integration of traditional research methods with AI-driven assistance, treating the AI as a conversation with another developer to refine and implement features.
"I almost becomes like a conversation with another developer. Or you're like, hey, I learned this thing from the Internet. Can you implement this in the game?"
He highlights the importance of maintaining a broad project scope initially, allowing the AI to generate foundational elements that can later be fine-tuned. This approach contrasts with overly detailed project plans that can overwhelm AI tools and lead to suboptimal outcomes.
During the live demo, Cody demonstrates the iterative nature of vibe coding. As the AI generates code, Cody identifies and rectifies issues in real-time, showcasing the dynamic interplay between developer intuition and AI-generated solutions.
"It looks like it's rotating the camera here so we're getting a different look direction. It's making these updates."
Despite encountering bugs—such as reversed controls and camera misalignments—Cody effectively communicates with the AI to implement necessary fixes, emphasizing the importance of continuous iteration.
"It looks amazing."
Cody reflects on the efficiency of this process, noting that tasks which would traditionally take hours or days can be accomplished in mere minutes with AI assistance.
"We got long ways in a short period of time."
The episode doesn't shy away from the challenges inherent in AI-assisted development. Cody shares moments where the AI introduces unintended features or malfunctions, illustrating the non-linear nature of collaboration between human and machine.
"We're setting up multiplayer, which would be another aspect to this game which I think would be very complicated to set up and prototype."
Claire observes the imperfections that arise, such as inconsistent camera views and unexpected feature implementations, highlighting that while AI accelerates development, it also necessitates vigilant oversight.
Cody offers valuable insights into optimizing the vibe coding process. He advises maintaining clarity and intentionality in project goals, setting clear guidelines, and being prepared to iterate frequently. By breaking down complex tasks into manageable components, developers can better harness AI's capabilities without becoming overwhelmed by its output.
"I think one of the things that's worth calling out here is I talked earlier about the problem with people throwing too much plan at it. But I think that a little bit of plan is a good thing..."
He underscores the significance of viewing AI as a collaborative tool rather than a complete solution, advocating for a balanced approach that leverages both human creativity and machine efficiency.
The episode concludes with a lightning round of questions, where Cody discusses balancing exploratory projects with professional development and strategies for managing AI-induced errors. His pragmatic approach offers a roadmap for developers looking to integrate AI into their workflows effectively.
"I just scream at it, why are you this way. No, I tend to ask it a lot of times, hey, can we start over..."
Claire commends the iterative process, acknowledging the blend of successes and setbacks as part of the learning journey with AI tools.
"You take two steps forward, one step back. You add multiplayer, but you break the window."
Cody wraps up by encouraging the community to embrace AI-assisted development, sharing enthusiasm for the newfound accessibility and creative possibilities it unlocks. His demonstration serves as both inspiration and a practical guide for aspiring developers eager to explore the synergy between human ingenuity and artificial intelligence.
"There are enough things going wrong in the world that like being excited for this new world we're in where anyone can come in and build and build cool things is just really inspirational."
Cody D'Arclund [00:00]: "We're in this time period where everyone can go and do this. My kids have sat down and started playing with building games and things like that."
Claire Vo [00:36]: "I just think that's a really interesting process that nets out net positive."
Cody D'Arclund [05:09]: "I built this fun thing. It's a little game called Spaceflight. Anyone can go and play this. It's on Spaceflight.gg."
Cody D'Arclund [00:18]: "I almost becomes like a conversation with another developer. Or you're like, hey, I learned this thing from the Internet. Can you implement this in the game?"
Cody D'Arclund [25:02]: "We got long ways in a short period of time."
Cody D'Arclund [26:19]: "I think that a little bit of plan is a good thing..."
Claire Vo [26:19]: "You take two steps forward, one step back. You add multiplayer, but you break the window."
Cody D'Arclund [30:23]: "There are enough things going wrong in the world that like being excited for this new world we're in where anyone can come in and build and build cool things is just really inspirational."
Cody D'Arclund's live vibe coding session exemplifies the transformative potential of AI in software development. By embracing iterative processes and maintaining clear communication with AI tools, developers can accelerate project timelines and unlock creative possibilities previously unattainable. This episode of How I AI serves as a testament to the evolving landscape of AI-assisted development and its capacity to democratize the creation of complex applications.