Mr. Phil Games’ Blog

Posts for Tag: teaching

🎯 Why I’m Making ClaudeCraft

When I first started experimenting with AI-assisted game development, I saw something that changed the way I think about making games: you don’t need to be a programmer to bring your ideas to life anymore.

With the right tools and the right guidance, artists, designers, and dreamers can skip years of technical roadblocks and just start building.

ClaudeCraft is my way of opening that door.


1. Because Non-Coders Can Make Games Now

Game development used to feel locked behind walls of code, syntax, and complex tools.
AI is tearing those walls down. With tools like Claude, you can describe what you want, refine it through conversation, and watch your game take shape—no CS degree required.


2. Because I Want to Empower Artists, Designers, and Hobbyists

I’ve met so many creative people with incredible game ideas… who never got the chance to make them because the technical barrier was too high.
ClaudeCraft is designed for them—for you—so you can stop saying “I wish I could make a game” and start saying “I’m making one right now.”


3. Because Teaching Makes Me Better Too

They say the best way to learn something is to teach it.
By building ClaudeCraft, I’m deepening my own understanding of Agentic Game Development—the process of using AI not as a mere assistant, but as a creative collaborator. Every lesson I create sharpens my own skills.


4. Because AI is the Future of Creativity

From art to music to storytelling, AI is becoming part of the creative process everywhere.
I believe the future belongs to those who know how to work with AI instead of against it—and ClaudeCraft is my way of helping people step into that future with confidence.


The Goal

By the end of ClaudeCraft, you won’t just have learned how to make a game with AI—you’ll have actually made one.
And more importantly, you’ll know how to keep going, creating the worlds you’ve always imagined.


If you want to be part of that journey, stay tuned. ClaudeCraft is coming soon.

Waitlist at ClaudeCraft.com

Bugs, Battles, and a Bit of Scroll Sorcery

Today was a tale of two projects — one in the depths of space, the other in the heart of the classroom.


Stellar Throne – The Bug War

Work on Stellar Throne felt like navigating an asteroid field with a faulty nav computer. The main nemesis? The Combat UI’s combat log, which decided to also control the battlefield zoom. Imagine trying to scroll through battle events and suddenly you’re looking at the galaxy from light-years away.

The fix meant tearing apart the screen infrastructure, carefully reassembling it without losing functionality. Once the battlefield stopped “breathing” under my mouse wheel, I ported the same fix to the main starmap. Smooth scrolling across the board now.

Other combat encounters:

  • Mysterious spontaneous ship damage (bug or stealth weapon… to be determined).

  • Mouse clicks going on strike after combat.

  • Destroyed ships clinging to life visually.

It’s not glamorous work, but it’s the kind of quiet victory that makes the rest of the game shine.


ClaudeCraft – Building the Blueprint

Meanwhile, on the teaching front, I made big strides with ClaudeCraft, my upcoming course on AI-assisted game development. Modules 7–10 got their teaching guides, the course outline got tightened to stay laser-focused on Claude workflows (no drifting into generic gamedev land), and I even expanded it to 11 modules with some bonus content for extra punch.

I also whipped up a shiny roadmap image and, in the process, felt the course concept click into place — a clear path from AI novice to confident AI-powered game creator.

I’m still chewing on the challenge of reaching the right audience, but the bones of the course are solid and the waitlist is live at ClaudeCraft.com.