Skip to content
How I AIHow I AI

Vibe coding a 3D multiplayer game in 15 minutes—with no game dev experience | Cody De Arkland

Cody De Arkland is the senior director of developer experience at Sentry, leading a team that empowers developers to build and ship software with greater safety and efficiency. Watch him speed-run the creation of a 3D multiplayer flight simulator—from scratch—in just 15 minutes, demonstrating the power (and creativity) that vibe coding enables. *What you’ll learn:* • How to approach building complex applications with AI by starting broad and iterating on specific features • The process of using multiple AI coding assistants simultaneously to build different components • Techniques for learning new technologies and frameworks through AI-assisted exploration • How to troubleshoot and fix issues when AI implementations don’t work as expected • The parallels between building fun projects and enterprise software with AI assistance • Strategies for keeping AI tools focused when they go off track or add unwanted features • The incredible velocity and productivity gains possible with modern AI coding tools • How anyone can now build sophisticated applications with minimal prior experience *Brought to you by:* Enterpret—Customer superintelligence platform for product and CX teams: http://enterpret.com/howIAI WorkOS—Make your app enterprise-ready today with WorkOS: https://workos.com?utm_source=lennys_howiai&utm_medium=podcast&utm_campaign=q22025 *Where to find Cody De Arkland:* Website: https://codyde.io/ LinkedIn: https://www.linkedin.com/in/codydearkland/ X: https://x.com/Codydearkland GitHub: https://github.com/codyde *Where to find Claire Vo:* ChatPRD: https://www.chatprd.ai/ Website: https://clairevo.com/ LinkedIn: https://www.linkedin.com/in/clairevo/ X: https://x.com/clairevo *In this episode, we cover:* (00:00) Introduction to Cody (02:45) AI tools he’s using (04:38) How Cody vibe coded a multiplayer game: Spaceflight (09:37) Demo: Starting a new flight simulator project from scratch *(12:22) "Tip: Keep your initial coding input general and broad"* (13:49) How to learn about libraries and technologies for projects (17:06) First run of the new flight simulator game (19:26) Using multiple AI coding assistants simultaneously *(19:31) "Tip: Use multiple AI coding assistants simultaneously to build different components"* (20:43) Unexpected features and visual improvements (21:26) Testing the multiplayer functionality (22:31) Reflecting on the development process and iteration (26:47) Lightning round and final thoughts *Tools referenced:* • Cursor: https://www.cursor.com/ • Windsurf: https://windsurf.com/ • Claude: https://claude.ai/new • Bolt: https://bolt.new/ • React: https://react.dev/ • v0: https://v0.dev/ *Other references:* • Sentry: https://sentry.io/ • MCP: https://www.anthropic.com/news/model-context-protocol • Spaceflight: http://spaceflight.gg/ • Three.js: https://threejs.org/ • Socket.io: https://socket.io/ _Production and marketing by https://penname.co/. For inquiries about sponsoring the podcast, email jordan@penname.co._

Cody De ArklandguestClaire Vohost
May 5, 202531mWatch on YouTube ↗

CHAPTERS

  1. 0:00 – 1:01

    From blank framework to feature-by-feature building (vibe coding mindset)

    Cody previews his core philosophy: start with a broad idea, then iteratively build and refine individual features. He notes this approach applies to games and “real” software alike, especially when starting from an empty scaffold.

    • Vibe coding as iterative feature development rather than a single perfect plan
    • Starting from a blank framework and progressively adding capability
    • Games as a useful stand-in for general app-building workflows
  2. 1:01 – 2:32

    Meet Cody + what “27 words into a prompt” can produce

    Claire introduces Cody De Arkland and frames the episode’s goal: live speed-running a 3D multiplayer game with AI tools. The premise is that minimal prompting can now yield surprisingly complete interactive prototypes.

    • Cody’s background (Developer Experience at Sentry) and prolific AI prototyping
    • Episode promise: build a 3D multiplayer game live
    • Contrast between tiny prompt input and large output results
  3. 2:32 – 4:32

    Cody’s AI tool stack tour: Cursor, Windsurf, Claude Code, Bolt, MCP

    Cody shares how he keeps multiple AI tools open simultaneously, treating them like “junior developers” assigned to different tasks. The tour highlights his pragmatic, multi-tool workflow across work and personal projects.

    • Using multiple AI IDEs/editors at once (Cursor and Windsurf)
    • Claude/Claude Code for terminal-driven coding and rapid iteration
    • Bolt for quick experiments and “meme apps”
    • MCP/Claude integrations as part of the workflow
  4. 4:32 – 7:00

    Reverse-engineering Spaceflight: the multiplayer 3D space game he built

    Cody demos Spaceflight (spaceflight.gg), explaining how it evolved from a simple prototype into a multiplayer experience. He emphasizes he had no prior game-dev experience—just iteration, tool-assisted learning, and constant refinement.

    • Spaceflight as a live, playable multiplayer browser game
    • Started as a basic scene and a placeholder cube spaceship
    • Iterative growth: visuals, controls, ships, and multiplayer added over time
    • Accessibility: anyone (including kids) can experiment and build now
  5. 7:00 – 9:49

    How Spaceflight came together: Three.js, 3D models, and learning by asking ‘how’

    Cody describes the back-and-forth process of getting 3D movement, controls, and imported ship models working correctly. He explains how he uses AI not just to generate code, but to learn underlying concepts (glTF/GLB, orientation, positioning) so he can repeat patterns across assets.

    • Three.js scene setup as the foundation
    • Importing Sketchfab models and dealing with orientation/forward direction
    • Learning terms and formats (glTF/GLB) through AI-guided explanations
    • Once solved once, reapplying the same logic to add more ships quickly
  6. 9:49 – 12:12

    Live build begins: bootstrapping a new flight simulator from an empty Vite/React app

    Cody starts a brand-new project (“boop flight”), initializes Claude Code, and prompts for a polygon-style Three.js flight sim. He explains why he keeps prompts broad at first: ship a v0, then tighten requirements through iteration.

    • Starting with npm create + an empty React/Vite scaffold
    • Claude Code init to build project context (claude.md)
    • Prompting for: Three.js, polygon art, WASD movement, banking turns, arrow-key pitch
    • Strategy: broad strokes first, then refine feature-by-feature
  7. 12:12 – 13:49

    Prompting strategy: avoid ‘mountain plans,’ ship v0, then add complexity gradually

    Cody outlines why overly detailed, end-to-end project plans often fail with LLM coding. His approach is to request a baseline prototype, then layer in complexity in small increments—similar to how he builds productivity apps and work software.

    • Why hyper-detailed prompts can backfire and frustrate builders
    • Chunking work into discrete improvements (v0 → iterative upgrades)
    • Applying the same method to home productivity tools (tasks, auth, database, etc.)
  8. 13:49 – 17:10

    How he chooses libraries & architectures: ask AI, validate with docs, feed learnings back

    Claire asks how Cody knows which technologies to pick, and Cody explains his loop: ask the model for options, do traditional research, then return with findings and implementation requests. He also uses the AI as a reviewer to catch race conditions and architectural issues (e.g., WebSockets).

    • Using AI to survey tech choices (browser game stacks, multiplayer approaches)
    • Following up with Google/docs deep-dives for grounding
    • Feeding external learnings back into the model for implementation
    • Using AI for code review: race conditions, disconnect handling, optimization
  9. 17:10 – 19:14

    First run: a playable game appears—then the real debugging starts (camera & controls)

    They run the project and immediately have a working 3D flight experience—along with classic early-stage issues like reversed camera direction and inverted controls. Cody demonstrates rapid feedback prompting to fix camera placement, plane orientation, and input mapping.

    • V0 success: instant playable prototype from minimal prompt
    • Diagnosing issues: camera facing the nose vs. tail, reversed forward direction
    • Iterating via precise language (“nose,” “tail,” camera slightly above/behind)
    • Claude Code visibility into what’s changing during edits
  10. 19:14 – 20:45

    Parallelizing with multiple AI agents: ‘dueling Claude’ for frontend + server

    Cody opens a second Claude Code instance and starts a server directory in parallel to add multiplayer features while the main game continues to be refined. He explains how this mirrors delegating work to multiple junior devs simultaneously.

    • Creating a server folder and initializing a backend alongside the frontend
    • Prompting multiplayer: joins, chat UI, movement updates, disconnects
    • Using parallel AI sessions to increase throughput and experimentation speed
  11. 20:45 – 24:01

    Unexpected upgrades (and chaos): new scenery, UI elements, and unrequested features

    As fixes land, the prototype gains extras Cody didn’t ask for—mountains, runway/flight strip, scrolling/zoom quirks, and camera view changes. The chapter highlights the tradeoff of fast AI iteration: delightful surprises mixed with regressions and “why did it do that?” moments.

    • Unprompted additions: mountains, runway/terrain changes, control overlays
    • Regressions: camera/controls still partially wrong after fixes
    • New behaviors appear (scroll wheel, cockpit-like view) without being requested
    • Managing the ‘two steps forward, one step back’ nature of AI coding
  12. 24:01 – 25:36

    Multiplayer test: multiple players visible, chat partly broken, but real progress in minutes

    They validate multiplayer by opening additional tabs and seeing multiple players in-game. Even with layout issues and rough edges, Cody emphasizes the time savings: something that could take hours/days is now a working prototype in roughly 15 minutes.

    • Backend changes complete; seeing joins and multiple players in-session
    • Chat/UI layout issues and screen region mix-ups
    • Proof of concept: multiplayer presence + basic networking behavior
    • Time comparison: manual build vs. rapid AI-assisted prototype
  13. 25:36 – 26:49

    Making iteration productive: planning lightly, resetting when off-track, tightening scope

    Claire and Cody reflect on the iterative process and how to recover when the AI gets ‘squirrely’—breaking things or adding irrelevant features. Cody shares tactics: restart a subproblem, restate requirements, simplify, and focus prompts narrowly to keep context clean.

    • Light planning and clear rules help—but iteration is the core accelerator
    • Reset tactics: ‘start over,’ ‘fresh look,’ restate main requirements
    • Scope reduction: fix one UI issue (e.g., chat position) while ignoring the rest
    • Using rules/memories (Cursor rules, Windsurf memories) to guide behavior
  14. 26:49 – 31:43

    Lightning round: applying vibe-coding workflows to real work + closing message

    Cody explains the overlap between playful projects and professional software work: same workflow, different ‘skin,’ guided by intentionality. He closes by inviting people to build, share, and stay excited about how accessible creation has become.

    • Game-building and enterprise/dev SaaS share similar build/iterate workflows
    • Intentionality: choosing when to build ‘fun’ vs. ‘work’ projects
    • Where to find Cody (X @codydarkland)
    • Call to action: share what you build; building is more accessible than ever

Get more out of YouTube videos.

High quality summaries for YouTube videos. Accurate transcripts to search & find moments. Powered by ChatGPT & Claude AI.