In production
PRINT IT!
Direct and star in a cheap 1970s fight picture. Call Cut!, print the take you love, and watch the game cut it into your Director's Cut.
I build games and the AI tooling behind them at OTG Studio, and write about what agents can and can't be trusted to do.
When more than one team works with agents, the seam between them is a ledger of measured claims that the receiving side re-verifies, not shared context.
Nine months running a development organization of one human and a rotating workforce of AI agents. What made it work was not prompt engineering. It was management.
What a year of building game-dev tools on local AI models taught me: the system matters more than the model, integration is mostly plumbing, and a few hard limits still keep local AI out of shipped games.
Eight characters went from generated models to rigged Unreal actors whose clothes move. Their faces didn't pass review, so they're paused. The sets went back to the drawing board, and the score arrived in stems.
PRINT IT! is a fight picture you direct and star in. By Thursday morning a placeholder cast fights fairly, calls Cut!, prints takes, and the game cuts them together with a camera that swings around the action.
The theme is Director's Cut. The rules say gameplay and art get made during the four days, so the engine I'd built stays out and the game starts from an empty Unreal project.
In production
Direct and star in a cheap 1970s fight picture. Call Cut!, print the take you love, and watch the game cut it into your Director's Cut.