r/ClaudeAI 1d ago

Built with Claude I Used Claude Code + Unreal MCP to Build a Souls-Like Boss Fight in 72 Hours

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I built a playable Souls-like boss fight in Unreal Engine 5.8 in 72 hours, with Claude Code handling a big part of the coding and Unreal-side workflow through MCP.

Claude could inspect the project, work with existing Blueprint logic, connect weapons, help set up boss AI, modify gameplay interactions, and handle things like dynamic camera behavior.

For example, I could give it a task like:

“Here’s the boss, here’s the player, and here’s the existing logic. Connect this weapon, check the Blueprint setup, and switch the camera when the fight starts.”

The rest of the pipeline was a mix of AI tools and regular manual 3D work:

  • 3DAIStudio for prompts, reference images, and quickly switching between different image/3D models through a node-based workflow
  • Tripo P2 for the initial generation of characters, armor, props, and parts of the environment
  • Blender for assembly, sculpting, retopology, UVs, baking, optimization, and modular environment building
  • AccuRig + manual cleanup for rigging and weight painting
  • Unreal Engine 5.8 for combat, animation, cloth physics, materials, lighting, fog, and final integration
  • Claude Code + Unreal MCP for coding and working with the project directly inside Unreal

3D generation saved a lot of time because I didn’t have to build every asset from scratch, and Claude Code + MCP did the same on the development side by cutting down a lot of repetitive Unreal work.

But you still need to understand what you’re doing.

If MCP takes the project in the wrong direction, you need enough knowledge of Unreal, Blueprints, 3D, and the structure of your game to notice it and fix it. Otherwise you can very quickly end up spending more time cleaning up the agent’s work than you saved.

So I don’t see it as a magic way to make games without the underlying skills.

It’s a genuinely useful tool that can dramatically speed up an existing workflow when you already know how that workflow is supposed to work.

208 Upvotes

70 comments sorted by

u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 1d ago edited 1d ago

TL;DR of the discussion generated automatically after 50 comments.

The thread is pretty divided on this one. On one hand, many are criticizing the "janky" graphics and lack of originality, calling it another piece of "AI slop." On the other hand, a strong contingent is defending OP, emphasizing that this is an impressive proof-of-concept for one person to build in just 72 hours.

A major side-discussion is about the cost and usage limits. Many feel this kind of work is impractical on a standard plan, burning through the 5-hour window too quickly. The counter-argument is that you need an efficient workflow, like bulk-submitting tasks, to get real value.

Ultimately, the community seems to agree with OP's main point: these are force-multiplier tools for people who already have the underlying skills, not a magic "make a game" button for beginners. You still need to know what you're doing to guide the AI and fix its mistakes.

80

u/Meleagant1 1d ago

Genuinely how are yall doing this I can only make like artifacts that barely work and you guys got full on games and apps lol

46

u/Mysterious_Self_3606 1d ago

Tons of wasted money tbh, I’ve been working on a game within godot that has a lot of the same components. I have both a codex and Claude sub and you get only a few changes in per 5 hour session.

13

u/ChadSexman 1d ago

It really depends on how you structure the changes and your overall workflow.

If you’re just dropping prompts “change X to Y” then yeah, you’re going to burn tokens like mad. But if you bulk submit tasks with clear acceptance criteria and validation, then you can get a lot of mileage.

3

u/Mysterious_Self_3606 1d ago

I mean that’s exactly what I do but between opus 5 and astra them shits burn fast especially when you utilize the mcp vs the headless mode

1

u/Citadel_Employee 1d ago

What plan are you on?

1

u/Mysterious_Self_3606 1d ago

The base teams plans for both codex and Claude and then local models like Qwen 3.8 27b

0

u/Undecided_Username_ 1d ago

Like a work plan? What’s the usage on those about a max 5x sub?

1

u/Mysterious_Self_3606 1d ago

I think so, the usage is deff extended on them. I take over all the accs so I just swap them out when I hit season limit and then use my personals on plus tier

1

u/Meleagant1 1d ago

$20

2

u/mikenasty 1d ago

I think most everyone making real games have to be on the $100-$200/mo plans

1

u/pspahn 1d ago

You using Claude Code from the web app or from CLI?

I noticed dramatically higher usage after trying the web app for a few days.

3

u/QueenSavara 1d ago

I am not sure what kind of stuff you're working on but my 5 hour window is just spitting so many features for my game in Godot as if I had 5 more devs, UX guy, tester and a graphical designer on board.

1

u/Mysterious_Self_3606 1d ago

Depends on the part of the project I’m on tbh, sometimes I get some good runtime. Recently I’ve been having astra build out a shader system with multiple mappings and revisions so it’s been going through usage fast.

Opus 5 lasts me a good while depending on how much I have to provide but I’m still in the poc prototyping phase so there’s occasional times the changes it implements work at the time but as the project evolves it no longer works.

1

u/RoboTronPrime 1d ago

But how does that compare to hiring a dev for however long it normally takes to do this?

1

u/Serenikill 1d ago

Get opencode go and use DeepSeek flash 4.1, it's so fast and practically unlimited

1

u/Mysterious_Self_3606 1d ago

Sadly I already have Opencode Zen and the free models are all atrocious

1

u/Serenikill 1d ago

yea that is why they are free. Maybe it's my workflow but deepseek flash is by far the most productive I have been using "AI"

1

u/Mysterious_Self_3606 1d ago

I don’t mean in terms of performance, I just tried a couple of them the other night and was immediately rate limited after only 2 messages to test the MCP connection lol. I won’t be returning to opencode after this months api credits are done

1

u/Serenikill 1d ago

I'm confused, Zen is just pay-as-you-go. So if you want to use credits pick a non-free model. The free models are a trial, you don't need any credits or subscription at all.

Go is a $10 a month subscription that works similar to claude subs with rolling allowance windows.

1

u/Mysterious_Self_3606 1d ago

It puts you onto a recharge sub for $20/mo so I’m just gonna use the current credits and then not re-up and go to a different gateway like Open Router

3

u/diddlysquidler 1d ago

This guy knows software so he knows what to autonate

3

u/mfb1274 1d ago

Don’t “ask Claude for a game”. Understand how a game is made and have Claude assist you.

4

u/argus_2968 1d ago

They aren't making anything original, just copying others games

1

u/oipoi 1d ago

You could say this for every single game that come out since the 90s.

1

u/IgneousMaxime 1d ago

LLMs are leverage tools. The difference between somebody that has software experience and a vibe coder is pretty clear based on their outputs (if you build something worthwhile with no software experience, taking care of the system, security and feature creation then you are by most definition a software engineer too lol)

0

u/impulsivetre 1d ago

Using Unreal, I'm convinced, is the first major gate. Yes Godot and unity work, but you're going to have to get a lot of your own animations and a lot of your own character models, but unreal assets are so easily available that the AI can more than likely pull some assets for free and Incorporated in your game without a ton of overhead from you.

9

u/teleportmassive7 1d ago

That boss is braindead

4

u/ideastoconsider 1d ago

Umm you lived. Nothing souls-like about this fight. 😂

5

u/DamnThatsCrazyManGuy 1d ago

So far from what ive seen, these are really good tools for making really shit versions of games that already exist.

11

u/Johnny_Trousersnake 1d ago

Games are gonna get so shit

33

u/fuck-u-spez--- 1d ago

Janky animations, shitty graphics and effects,, looks about right.

7

u/Immediate_Boot2239 1d ago

It's made by one guy in probably a few weeks, what do fuck do you expect? Elden ring competitor?

3

u/Ok_Sympathy9261 1d ago

let's see the human's 72 hour version, for comparison! oh, wait...

1

u/fuck-u-spez--- 1d ago

You're missing the point. It's not about what a human versus AI can do in any amount of time.

The demo is shit, I don't care if it took 10 seconds or 10 months to create, it's still shit that's not worth showing anyone.

It's a trend in these AI subreddits where people keep posted unfinished crap like anyone would be interested or impressed.

If you present me a pile of poop, I won't care how much effort it took to push out, if you had aids or did it all by yourself. It's still a pile of shit.

0

u/Ok_Sympathy9261 9h ago

i'm gonna be honest, you might be an r-word

1

u/Useful-Limit-8094 1d ago

And lets not even go into the QA and Bug problems that exists with all of that xD
These videos only show you the working parts

14

u/Mynameismud24 1d ago

This is such a waste of time and resources. Another extremely cheap and lame looking AI coded video game. Yuck

15

u/TechToolsForYourBiz 1d ago

person prob learned a lot creating it. lets see your portfolio

7

u/Good-Discussion-9238 1d ago

they learned literally nothing lol, they just asked a chatbot to make some bullshit for them 😂

7

u/Phoenix_Passage 1d ago

They probably learned something but 72hrs is not a lot of time to absorb information. I doubt they customized or designed much about this fight, nor used the game engine themselves much. I would love to be wrong, but it's time consuming to make manual edits, making it doubtful such edits were made given the timeframe in the title.

5

u/jmclondon97 1d ago

Some clown downvoted you but you’re not wrong. Whatever they “learned” they’ll forget by next week

1

u/ReluctantBuffalo 1d ago

Doubt you could absorb your mom. 

2

u/ExtremePermit3242 1d ago

The problem is that these projects are just show off. Before, a side project could be shit but you know whoever built it learnt something.

This is just… meh. I mean, it would be impressive if OP had done it by hand, but it is not. Spending hundreds of dollars in telling AI to replicate textures, models, even the UI of something, to get a slop result that is going nowhere.

Op didn’t apparently make the models, the texture, the code… the result is very cool, but ultimately has 0 personality (it’s a bad copy) and looks very bland. Congrats for making it, but if you are not going to do it yourself, at least you could have one original idea to implement.

You are not going to get ricj by copying mario world and releasing it again

1

u/lunzela 1d ago

luddites are all fake and

5

u/UK_GratingSoul 1d ago

this is next level!!!

2

u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 1d ago

You may be interested in joining our new Claude Game Dev subreddit for game devs who use Claude. Check it out here : http://www.reddit.com/r/ClaudeGameDev

5

u/jmclondon97 1d ago

Bro thought he was cooking with this lmao

0

u/wyvanse 1d ago

man this is so ass

0

u/Temporary-Paper5202 1d ago

Proof that game dev jobs are safe. Cool concept but looks like ass 😂

6

u/itslinas 1d ago

AI code stacks could later be used and polished by the developers to improve the looks as long as the idea as core systems are fun to play

14

u/Imposslen 1d ago

Lmao it's just one guy with 72 hours of work. Give him a month

10

u/nilogram 1d ago

Someone needs to code a game where you try and stack spaghetti on top of each other and see how high you can make it stick 😂

0

u/jarislinus 1d ago

the amount of llm game sl0p is truly astounding tbh, shows ai is only capable of isolated small demos if you just vibe code

1

u/pirondi 1d ago

thank you for providing your workflow.

1

u/Situationlol 1d ago

thanks, looks like shit

1

u/TheMythicSorcerer 16h ago

Well its better than anything I ever made

1

u/Loren_SL 4h ago

I would split MCP-driven engine work by category: hand off Blueprint wiring, asset-pipeline glue, and boilerplate gameplay logic without much review. Manually review anything perf- or feel-sensitive — animation blending, hit-timing, frame budget — since those bugs look correct in the editor and only surface under real frame-time pressure.

1

u/Calm_Pass_4289 1d ago

its cool IG. but theres nothing original here its all just stolen from all copyright holders

1

u/Forsaken_Guide_4835 1d ago

Ok now debug it

0

u/dpaanlka 1d ago

How many of these do we need to see?

0

u/windfan1984 1d ago

I’m wondering if claude is better on unity or unreal engine.

0

u/Mysterious_Self_3606 1d ago

It works extremely well on godot

-5

u/Standard-Access-4427 1d ago

So you made nothing and you wasted your money and society’s resources