03 03-claude-of-duty

Claude of Duty

Matt Shumer orchestrator FPS prompt

Overview

Why it's here. Extreme end of "single orchestrator prompt → multi-agent fleet builds a full FPS." ~55k lines, 11 subsystems, zero art assets, adversarial visual critics comparing to Call of Duty. Honest about not hitting the AAA bar (critics ~5/10) while still being one of the strongest autonomous game-engineering demos.

Author
Matt Shumer (@mattshumer_)
Model
Claude Opus 5 + multi-agent orchestration
Stack
Three.js r180, WebGL2, Vite; custom physics (no Rapier)
Prompt file in repo
prompt.md (copied here)

Pattern

Short quality-obsessed orchestrator prompt: fan out sub-agents, /loop, harsh visual critic that does blind side-by-side vs real CoD, don't stop until critic is wowed. The architecture contract lived separately in ARCHITECTURE.md during the build.

Prompt

The prompt

This is the entire prompt that produced this repository.

I want you to build a first-person shooter at the level of the most recent Call of Duty games. It should be utterly perfect, visually beautiful, with every single thing done at AAA quality—from textures to physics to anything you could think of.

Fan out sub-agents and have sub-agents tackle each one individually so that the game is utterly perfect. You should /loop on each item and have a separate sub-agent check it visually to ensure it looks triple A. That separate sub-agent should be a really harsh critic, and if it doesn't look triple A, it should keep going.

Don't stop until each sub-agent is utterly wowed with the quality when compared with the actual Call of Duty game. It should literally compare them side by side blind and say which one looks better. Do this in ThreeJS. /loop until it's utterly perfect. Fan out sub-agents and ultracode.

Related techniques

Post stack + tonemap discipline
TAA-ready polish without clipping snow white
Procedural PBR texture forge
Zero art assets, tiled materials from noise