๐ŸŽฎ Building games & apps with AI ๐ŸŒ Three.js โ€ข Creative Coding โ€ข Generative Art ๐Ÿงช Experimenting, breaking things & shipping โ†“ Everything I'm building

Joined November 2025
New Model of Gemini Released, but not for public access. Can't understand what the top most tech company in world cannot roll out like how Claude or OpenAI does Seems like most of memes says Gemini is just competing against its previous models and celebrating their own wins and being in some delusion
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I'm curious where other developers are putting their attention right now. For me it's somewhere between: ๐ŸŽฎ GameDev ๐Ÿค– AI + vibe coding ๐ŸŒ Three.js ๐Ÿงช Weird experiments ๐Ÿ“ฑ Small apps The tools are moving so quickly that I don't want to spend all my time learning one thing. I want to keep building and see where it takes me. What are you exploring right now? #IndieDev #VibeCoding #GameDev #ThreeJS
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Sometimes I spend hours building something... then realize the better version is much simpler. That's probably one of the hardest lessons for a developer. We naturally want to add. More features. More options. More systems. But users don't experience complexity. They experience the final thing. I'm trying to get better at making things simpler. #IndieDev #GameDev #VibeCoding
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One thing I'm trying to do differently with my projects: Build the smallest version that can teach me something. Not the smallest version that can launch. Not the smallest version that looks impressive. The smallest version that answers a question. "Is this mechanic fun?" "Does this workflow work?" "Do people understand this?" That makes experimentation much easier. #IndieDev #VibeCoding #BuildInPublic
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I think small games are harder to make than they look. When there's only one mechanic, there's nowhere to hide. The controls matter. The timing matters. The feedback matters. The level design matters. A simple game can have very little content... and still take a lot of thought. What's the simplest game you've played that was incredibly good? #GameDev #GameDesign #IndieGameDev
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The hardest part of vibe coding for me isn't getting AI to build something. It's explaining what I actually want. If my instructions are vague, I get something technically reasonable... but usually not what I imagined. The better I get at describing the experience, the better the result becomes. Maybe communication is becoming part of programming. #VibeCoding #AI #BuildInPublic
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I've started keeping a folder of things from old projects. Unused mechanics. UI experiments. Little utilities. Shaders. Assets. Random prototypes. You never know when something that didn't fit one game becomes perfect for another. Building a personal toolbox might be one of the best side effects of making lots of small projects. Do you keep yours? #GameDev #IndieDev #VibeCoding
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There's a moment in GameDev I really enjoy. The prototype stops feeling like a collection of systems... and starts feeling like an actual game. Usually it's something tiny. The movement feels right. The camera finally works. The sound lands. The feedback feels satisfying. Nothing major changed. But suddenly... it feels alive. #GameDev #IndieDev #GameDesign
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I used to think marketing started when the product was finished. Now I'm not so sure. If I'm building a game, showing the mechanic early can help me discover: What people understand. What catches attention. What they ignore. What makes them curious. Maybe building in public is partly product research. How early do you start showing your work? #GameDev #Marketing #BuildInPublic
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I've noticed something interesting while building with AI. Sometimes I ask for one solution... and the result makes me think about a completely different solution. That's probably one of my favorite parts of the workflow. I'm not just getting code. I'm getting something concrete that I can react to. The prototype becomes part of the thinking. #VibeCoding #AI #IndieDev
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GameDev question for people who actually ship: How do you decide when a game is "good enough" to release? Because there always seems to be one more thing: better UI more levels more polish another mechanic another bug another improvement At some point you have to say: "This is the version." Where is that line for you? #GameDev #IndieGameDev #BuildInPublic
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I think one of the biggest changes AI brings to solo development is this: You can test an idea before you fully understand how you're going to build it. That's powerful. Build a rough version. See what it actually needs. Then learn the missing pieces. Instead of learning everything before starting. That's been working surprisingly well for me. #VibeCoding #AI #IndieDev
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I like building things that are slightly outside my comfort zone. Recently that has meant jumping between: Games. Three.js. AI experiments. Apps. Creative coding. Not everything becomes a product. But every experiment seems to leave me with something useful for the next one. That's becoming a pretty fun way to learn. #IndieDev #VibeCoding #ThreeJS
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I've been studying why some mobile games feel satisfying even when the mechanic is ridiculously simple. It's often the tiny things: A sound. A little animation. A camera movement. A reward. A good transition. The timing of the next action. The mechanic gets you started. The feedback makes you want to continue. What tiny detail makes a game feel polished to you? #GameDev #MobileGames #GameDesign
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There's a huge difference between: "I built a game." and "I built a game people want to play." The first is a development problem. The second brings in: design testing distribution marketing feedback retention I'm slowly realizing how much of indie development happens after the code works. #GameDev #IndieDev #Marketing
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Vibe coding has completely changed how I look at weird ideas. Before: "That's probably too much work." Now: "Let's make a tiny version and see." That doesn't mean every idea deserves a product. But finding out whether an idea is interesting is much cheaper now. And I really like that. #VibeCoding #AI #BuildInPublic
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I keep coming back to this idea: What if the best marketing for an indie game is simply showing the most interesting 5 seconds? Not the logo. Not a long explanation. Just: "Oh... what is happening here?" That's the kind of game post that makes me stop scrolling. What makes you stop when you see an indie game? #GameDev #Marketing #IndieDev
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One thing I've learned from building games: A feature can be technically impressive and still not belong in the game. I've had systems that took hours to build... and after playing them, I realized: "Why is this even here?" ๐Ÿ˜‚ Now I try to play the feature before polishing it. Does it improve the experience? That's becoming my filter. #GameDev #GameDesign #IndieDev
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I've started using AI differently. Instead of asking: "Build my entire app." I'm asking smaller questions: "Can we test this mechanic?" "Can we try this interaction?" "Can this feel better?" "Can we make this version?" It feels much closer to having a really fast prototyping partner. How are you using AI in your projects? #VibeCoding #AI #IndieDev
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I rebuilt a game mechanic today instead of adding another feature. It felt wrong at first. I kept thinking: "I already made this." But the new version was simpler, easier to understand and much more fun to play. GameDev keeps reminding me that progress doesn't always mean adding something. Sometimes it's removing the friction. #GameDev #GameDesign #IndieGameDev
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