作者以两则提示词完成完整游戏开发,对比两款工具在代码、画面与音效上的表现差异。
There are two important points:
・For better or worse, this is about as far as you can get with a two prompt.
・Conversely, you can also look at it this way: you can get this far with just a two prompt.
For an artistic benchmark (integrated across programming, graphics, sound, and usability), I created a Dynasty Warriors game using GPT Codex and Claude Code, with only two prompts (the first being a system prompt to build the overall framework, and the second a prompt to fix obvious bugs in the system prompt and enhance visual elements such as camera and effects).
The person controlling this game is the account owner, Backer.
Although only a portion of the game is shown in the gameplay video, I have created a complete stage, from the title screen to the main loop and the termination conditions.
-----
■Left
-----
Model:
Claude Code Opus 5.5|Amount of thinking:Ultracode
Point:
・Created entirely using only Claude Code.
・Claude work time - 1st build: 1 hour 50 minutes (110 minutes)
・Claude work time - 2nd build: 4 hours 40 minutes (280 minutes)
・Total work time: 6 hours 40 minutes
・API call time: 2 hours 33 minutes
・Backer himself did not write any code this time.
・Blender, MCP, Godot, Unity, Unreal Engine, etc. were not used.
・Professionals, amateurs, and beginners alike can all game operate and create game system content in the same way.
-----
■Right:
-----
GPT-6.1 Sol Codex|Amount of thinking:Ultra
Point:
・Created entirely using Codex
・Codex work time - 1st build: 32 minutes
・Codex work time - 2nd build: 5 hours (300 minutes) + 2 hours 30 minutes (150 minutes)
・Actual work time: 5 hours 32 minutes (During the 2nd build, Codex itself generated sound and sound effects multiple times and judged whether they were OK or NG, so the total time for sound generation and insertion was around 2 hours 30 minutes)
・Backer himself did not write any code this time.
・Blender, MCP, Godot, Unity, Unreal Engine, etc. were not used.
・Professionals, amateurs, and beginners alike can all game operate and create game system content in the same way.
-----
■Important:
-----
Program:GPT Codex is faster and more accurate than Claude Code. Both Codex and Claude Code have built-in verification loops to find and correct errors, but at the overall system program (including the engine), Claude Code corrected errors multiple times, while Codex had no errors and required no corrections. Hit detection accuracy is also slightly better in Codex, while Claude Code tends to have slightly smaller hitboxes. Regarding collision detection for objects, instances, and models along the way, Claude Code sometimes lacks the HitProc() function for collision detection. And, as is true for games of all genres, both heavily rely on boolean values for game status, character internal status, and flag management, neglecting bitwise operations, which are the fastest and overwhelmingly superior in computation and management.
Graphics:At the system prompt generation stage, Codex had simpler colors and designs, while Claude Code was superior to Codex. In the second build (bug fixes & enhanced visuals), Claude Code shows a significant overall improvement in "visual appeal" compared to Codex. In particular, modeling and motion control are far superior in Claude Code Opus 5.5 compared to the current GPT-6.1 Sol Codex.
Sound Generation:While Codex went through multiple verification loops, Claude Code proceeded to insertion after only one generation. Furthermore, Claude Code Opus 5.5 more faithfully follows the nuances of the prompts. (The Backer is capable of 2D programming, 3D programming, 2D design, and 3D modeling, but is a beginner in sound and unable to compose music, so this review focuses solely on whether the program allows for "sound generation, insertion, and modification from the start.")
Usability:Both are roughly the same, but camera coordinate movement, effect rendering, and character motion rendering accuracy are more natural and refined in Claude Code. (However, the Backer's subjective opinion is included regarding usability and camera rendering.)
Developer:
Backer | AAA programmer who has been active from the GBA era to the present.
I developed 2D and 3D games using C and C++ even before the days of the Engine.
Formerly CAPCOM Third Development Division (Console Game Development Department).
#gamedev|#indiedev|#ゲーム開発
来源:Backer · x.com