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Applied AI · YC W26

CodeWisp, AI game generation

CodeWisp · Y Combinator W26

CodeWisp turns a prompt into a playable game. I built the generation pipeline behind it as a chain of agentic stages, with model routing, evals and cost controls, working directly with the founder.

Role
Senior Full-Stack Engineer, AI Platform
Timeframe
Jun 2026 — now
Stack
TypeScript, Node.js, React, Supabase, Claude, fal.ai, Three.js

The pipeline

Generation runs as sequential agentic stages: routing, research, build, art, audio, quality gate and publish. Each stage has one job, so failures are easy to find and retry.

What I built

  • The end-to-end generation pipeline, architected as the seven stages above.
  • Multi-model routing across Claude Opus, Sonnet and Haiku, matching model tier to task complexity and keeping each run under a fixed $6 cost cap.
  • "Judge", an LLM-as-judge eval stage that checks sprite consistency, level passability, win states and mechanics, iterates on failures and logs findings to improve the system prompts.
  • AI code generation constrained to a Lua sandbox, to cut hallucinated code.
  • A deterministic 2D/3D runtime at 60 fps with hash-based verification and per-game engine versioning, so stale games regenerate automatically after migrations.
  • A studio editor with asset management, material shaders and cutscenes, plus a usage credit limiter.

Petlings content engine

I also built the organic content engine for Petlings, the company's iOS game: a seeded battle simulator and code-driven video templates (HyperFrames, GSAP, ffmpeg). It produced 19 short-form videos in a week, and the reusable episode templates turn new content around in minutes.

How I worked

Directly with the founder, in twice-weekly product calls: scope a feature, demo the build, turn the feedback into the next iteration.

Stack

TypeScriptNode.jsReactSupabaseClaudefal.aiThree.jsLua

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