kyle hobson
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P2K & Lumina3D / CREATIVE AI · GAME DEVELOPMENT

Directing two games, one playable moment at a time.

Two different games, one practice: set the creative direction, give AI a bounded task, then inspect what actually runs.

2 min overview · optional detail below

P2K & Lumina3D
P2K original Phase 11 combat screenshot with custom fire effects and survival resources.
One case · P2K and Lumina3D · original game captures
My role
Creative direction · AI-assisted production & rendered review
Timeframe
2026
Focus
CREATIVE AI · GAME DEVELOPMENT

Work shownTwo browser game projects. Lumina3D is work in progress; P2K has a documented browser-playable build. Original stories and a Lumina demo are linked below.

Read the P2K project storyRead the Lumina3D field notesWatch the Lumina3D demo

THE CHALLENGE

A broad game idea does not tell an AI coding partner what a good playable moment should feel like.

MY CONTRIBUTION

I directed the scope, prompts, visual choices, and review of a cozy 3D adventure and a top-down survival game.

01 / Creative direction

Two worlds, two player experiences.

Lumina3D grew into a cozy world of helpers, water routes, and story beats. P2K turned a tabletop fantasy into Kosros’s survival loop: move, aim, cast, collect, and upgrade. Each needed its own visual and interaction language.

02 / AI-assisted workflow

Turn the idea into a reviewable slice.

For P2K, I refined ideas with Claude into acceptance criteria, then directed Codex through locked phases with Playwright checks. Lumina used a similar small-slice rhythm: define the next playable moment, build it, inspect the scene, and record what was proven.

Human direction across AI-assisted production

  1. 01

    Direct

    Define the player moment and constraints.

  2. 02

    Specify

    Refine the brief into acceptance criteria.

  3. 03

    Build

    Give the coding partner a bounded slice.

  4. 04

    Review

    Inspect the running game and smoke checks.

03 / Iteration and integration

Generated art still has to work in the game.

P2K’s original case documents inconsistent character directions and overlapping procedural and sprite rendering. Those problems made integration a design task of its own. These two checkpoints show the project’s visual progression, not a controlled capture of either bug being fixed.

WHERE IT LANDED

Two game prototypes and a documented way of building.

The strongest evidence is the work itself: distinct game worlds, staged implementation, original captures, and candid notes about art and rendering failures. My contribution is the creative direction and AI-assisted production process, not a claim that I manually authored every line of code.

What I learned and would test next

An attractive generated asset can fail when it moves, changes direction, or enters the renderer. I need to review it in the actual scene before accepting it.

The next useful evidence would be observed player sessions focused on onboarding, control clarity, and difficulty.

Evidence: original P2K public case and Lumina3D field notes. Lumina includes a video demo. A separate hosted playable P2K URL was not verified.

KEEP EXPLORING

CLARE & AI Glossary

From collecting AI knowledge to putting it to work.

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Compasses & MCPs

Give AI work a repeatable review path.

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Prompt Compass

Keep the job intact when the prompt changes.

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A GOOD PLACE TO START

Let’s find the useful part of AI for your team.

For applied AI consulting, AI analysis, prompt design, enablement, and human–AI product work.

Mesa, Arizona · Open to remote collaboration LinkedIn GitHub
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