THE METHOD
BUILT BY ONE PERSON.
POWERED BY AI.
139,000+ lines of code. 621 pipeline passes. 11 weeks. Zero prior game dev experience.
THE PIPELINE
6 AI terminals. Running in parallel. Non-overlapping file locks. One human coordinator.
6 TERMINALS. 114 PASSES. 24 HOURS.
MVP BUILD STATUS
Current state of the minimum viable product.
THE REAL COST
Traditional studio vs. one person with AI.
| Traditional Studio | ChampChase | |
|---|---|---|
| Team Size | 15-30 people | 1 person + AI |
| Engineering | 2-3 devs × $150K = $300-450K | Claude Code ($200/mo) |
| Art | 1 artist × $80K | PixelLab (~$50) |
| Music | 1 composer × $70K | Suno (~$30) |
| Voice Acting | 1 sound designer × $70K | ElevenLabs (~$50) |
| QA Testing | $100K-300K/yr | AI pipeline ($0) |
| Timeline | 6-12 months | 11 weeks |
| Total | $550K - $1M+ | < $500 |
100x cost efficiency. Same output.
TOKEN BURN
The AI fuel that built ChampChase.
WHAT ONE PASS LOOKS LIKE
Snapshot of an iteration. Inputs in. Working game out.
$ Pipeline kicks off another pass. $ Inputs: requirements + current state. $ Outputs: working code, tests passing, state updated, history logged. # Result: a fix that survives QA. # 621 of these built ChampChase.
Every pass: input → execute → verify → record. 621 times.
THE STACK
Every tool that built ChampChase. No frameworks. No shortcuts.
Claude Code (Opus 4.6)
Code generation, architecture, debugging
139,000+ lines generated
PixelLab
Visual art — portraits, icons, sprites
36 portraits, 702 icons
ElevenLabs
Voice acting — all characters and narration
3,600+ files, 20 characters
Suno
Original soundtrack — every genre, every mood
232 tracks, 22 mood packs
Unity
Game engine — 2D mobile boxing RPG
13 scenes, 135 scripts
READ THE FULL STORY
Every breakthrough. Every disaster. Every 3AM debugging session.
OPEN THE DEVLOG →