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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.

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

Summaries, chapters, transcripts, and FAQs on this page are made by uListen, not YouTube.

CHAPTERS

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Chapter summaries

  1. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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

Publisher timestamps

  1. 0:00Introduction to Cody
  2. 2:45AI tools he’s usingRead this chapter from 2:47
  3. 4:38How Cody vibe coded a multiplayer game: SpaceflightRead this chapter
  4. 9:37Demo: Starting a new flight simulator project from scratchRead this chapter
  5. 13:49How to learn about libraries and technologies for projectsRead this chapter
  6. 17:06First run of the new flight simulator gameRead this chapter
  7. 19:26Using multiple AI coding assistants simultaneouslyRead this chapter
  8. 20:43Unexpected features and visual improvements
  9. 21:26Testing the multiplayer functionality
  10. 22:31Reflecting on the development process and iterationRead this chapter
  11. 26:47Lightning round and final thoughtsRead this chapter

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