series: topic:
engineering Godot & Claude

Tracking and Influencing What I Can't Watch: The Visibility Stack for a Multi-Agent Builddraft

How do I know what five concurrent agents are doing, when half of them are subagents inside other agents? A dashboard, a file watcher, a save-sync bridge, and an MCP server that finally enforced the contract — plus the OpenTelemetry investigation that surfaced an upstream gap.

mcpobservabilityagentsopentelemetrydashboardarchitecture
engineering Godot & Claude

Vera-MCP: When a Custom Test Framework Outgrew Its Shell Scriptsdraft

I built a four-tier test framework so AI agents could contribute at every level. Then I built an MCP server on top because the framework had complexity the shell wrappers couldn't carry. Tests, tiers, and the F1 phrase classifier that picks the right test shape from a ticket.

testingmcpplaywrightgodotquality-gatesai-pair-programming
engineering Godot & Claude

When to Build an MCP Server, and Why I Built Threedraft

MCP isn't a wrapper around your bash scripts. It's a contract that solves problems memories, skills, and CLAUDE.md files can't. Here's when it earns its complexity, and why my one private server became three.

mcpagentsarchitecturetoolingprocess
engineering Godot & Claude

I Surveyed Eight Godot MCP Servers and Built My Owndraft

My agents have been building bash heredocs to update tickets, parsing pytest stdout by regex, and shell-quoting live-mutation JSON for months. MCP is the right shape for all of it — but the right server wasn't on GitHub.

mcpagentsgodottoolingprocess
engineering Godot & Claude

Live Reload While Playing: How My Agents Update the Game Without Interrupting My Testsdraft

Fixes were landing faster than I could restart the game. So I built a live-reload pipeline that lets my AI agents deploy new builds while I'm mid-playtest — preserving my exact game state across each reload.

godotlive-reloadagentsworkflowweb-exporttesting
engineering AllByte Studios

5x, then 1.1x, then 2.5x: Measuring Whether My AI Workflow Actually Saves Tokensdraft

When Arc claimed the drain pattern was a 5x efficiency win, I believed it. Then the token split landed and the number became 1.1x. After a cache-read correction it settled at 2.5x. This is how a single honest measurement cycle changed our workflow — and why cache reads are the trap.

claudeefficiencytokensworkflowai-pair-programming
workflow AllByte Studios

From 2 Claudes to 5: The Whole Engineering Team

My engineering team went from two Claudes to five. How I split my game development Claude into 4 specialist leads — each with strict domain boundaries, context inheritance, and the ability to spin up ephemeral subagents for parallel work. Here's how the team actually coordinates.

claudeagentssubagentsai-pair-programmingworkflow
narrative Chronicles of Nesis

From Steam to Web: The Day Job Meets the Dream

Why I'm spending my evenings building enterprise-grade infrastructure around a tactical RPG — and the moment I realized it might actually work.

chronicles-of-nesisaiclaudeplaywrightindieinfrastructure
workflow Godot & Claude

My Two-Claude Team: Coordinating Across Repos

How I code with two Claude Code "team leads" on this project — one for the web app, one for the Godot game. Here's how they divide the work, hand off contracts, and stay out of each other's way.

claudeworkflowdockertmuxai-pair-programming
engineering Godot & Claude

Running Claude Code in Docker: Sandboxed AI with Full Permissions

How I set up Docker containers to safely run Claude Code with --dangerously-skip-permissions, and the auth and user-mode issues I hit along the way.

dockerclaudedevopssecuritycontainers
strategy AllByte Studios

Why Build My Own Site Instead of Using Patreon?

An honest look at what I'm giving up by self-hosting instead of using Patreon — and why I'm trying it anyway.

businesspatreonself-hostingstripeindie
engineering AllByte Studios

My Setup: Infrastructure, Costs, and Auth

How allbyte.studio runs on AWS for under $5/month — the infrastructure, CI/CD pipeline, cost protection, security boundaries, and custom auth system.

awsinfrastructureauthstripeself-hosting
engineering AllByte Studios

Integrating the Website with the Game

How game assets flow from the Godot project to the web — asset sync, sprite conversion, and lessons learned building the pipeline.

godotassetspipelineawsself-hosting
narrative Chronicles of Nesis

From Zero to Steam: Building Chronicles of Nesis

How a tactical RPG went from a turn queue on a blank grid to a playable demo on Steam — built solo in Godot 3.5 over four years.

godotgamedevsteamtactical-rpgindie