EPIC AI MEGAJAM / DIRECTOR’S CUTNOVEMBER 12–15, 2026

I wanted to build
three games at once.

So I’m doing the Epic AI MegaJam with a swarm of agents. The plan is to build three prototypes, play them, and pick the one that’s the most fun.

Read the devlog

01 / THE GAMES

These are the three games.

A god game, an action RPG, and car combat.
This is a massive scope experiment.

SCRAPHEAP concept sheet with pastel cat-themed combat vehicles, modular parts, a dollhouse arena, and toy-like materials.
Concept art
PROTOTYPE / 01Modular vehicle combat

SCRAPHEAP

I wanted a car combat game like Twisted Metal, where you construct your car and go smash other cars. Also, I wanted it to be pastel.

More about this game
Feral Divinity gameplay concept with a divine hand above colorful island villages, giant creatures, waterfalls, and an imagined game interface.
Concept art
PROTOTYPE / 03God simulation / artificial life

FERAL DIVINITY

A god game in the style of Black & White. You have an island, villagers, a divine hand, and a giant creature that learns from how you treat it.

More about this game

02 / THE DEVLOG

How it’s going.

All entries
01

The experiment

Day 0: Epic AI MegaJam

Starting three game prototypes at once, turning the jam theme into a selection process, and hoping the swarm can keep up.

02

Production

Day 1: Infrastructure and Loads

The machines behind the swarm, the queues that slowed it down, and the load balancing we had to add.

03

Production and art direction

Night One: Compile Time and Pastel Anarchy

Sharing Unreal’s build and editor capacity, finding visual direction, and pushing past the models’ familiar creative defaults.