RasterCat Labs

RasterCat Labs · Course

AI Spec-Driven Game Development

Learn to describe a game so precisely that a human — or an AI agent — can build it right. You'll drive AI coding tools with judgment and taste, and finish with six games and a capstone of your own.

First cohort opening soon.

What you'll learn

  • Write a spec that works. Describe behavior precisely — Gherkin/BDD scenarios and design documents — so a person or an agent builds it correctly.
  • Drive AI coding tools. Use Claude Code, Cursor, and OpenSpec to turn specs into working games — and learn where your judgment still decides everything.
  • Generate assets with AI. Pixel art, 3D models, sound, and voices — with image generation, Meshy, ElevenLabs, and more.
  • Real game-dev skills. Game loops, collision, input, state, reproducible seeded runs, lit 3D scenes, and a real engine (Godot).

No deep computer-science background required. You'll leave able to build far more than six games.

The six projects

  1. Dock Bot — course project screenshot

    🤖Dock Bot

    browser · JavaScript

    A turn-based crate-pushing puzzle. One screen, nine sprites, then seeded boards on demand. The whole game is its spec.

  2. Capybara Crossing — course project screenshot

    🐸Capybara Crossing

    browser · JavaScript

    Frogger, but chill. Add real time: a frame-rate-independent loop, moving hazards, collision, lives.

  3. Brick Smasher — course project screenshot

    🧱Brick Smasher

    2D engine · C

    Breakout on the Finch engine. Closer to the metal: pixel buffers, sprites, and deterministic playtest evidence to diagnose what you see.

  4. Cave Runner — course project screenshot

    ⛏️Cave Runner

    Godot

    Your first game in a real engine. Build it from a spec and asset pack, then take the training wheels off and extend it.

  5. Marshmallow Run — course project screenshot

    🔥Marshmallow Run

    Godot · 2.5D

    A one-screen platformer whose rules are simple on purpose — so the lesson is the 3D scene: camera, light, materials, an imported mesh, built gray-box first, then dressed with art.

  6. Low-Poly Cart Racer — course project screenshot

    🏎️Low-Poly Cart Racer

    Godot · 3D

    Everything comes together: spec writing, AI-generated 3D assets, a full 3D engine, a checkpoint circuit with medal times.

Then: a capstone. Design a small original game or meaningfully extend a course project — you scope it, spec it, build it in phases, and demo it.

How it works

Spec → drive the AI → test and prove → ship. You write the contract; the AI builds; you verify the actual behavior, not a convenient proxy. When something breaks — and it will — you won't guess: you build tools that let you and your AI see it, reproduce it, and prove the fix. The difference between asset soup and a game with a soul is your taste. That's the skill. It's forever.

Who it's for

Builders and aspiring builders curious about AI-assisted development. If you can code a little — or want to — and you care about making good things, you'll fit. You'll install a small, staged toolkit as you go: Git, one coding agent, and Node to start; the C and Godot tooling arrives when the course reaches those projects.

Get in early.

The first cohort opens soon, with limited seats. Join the list and pricing, dates, and pre-sale reach you first.