Emberwood — AI-Built Medieval RPG in Unreal 5
A fully playable medieval RPG built in one session using Claude Opus 5.5 orchestrating Meshy, Blender, and Unreal Engine 5. The game features a character exploring a lush village with Tudor-style buildings, tall grass, a campfire, a minimap, and health UI — 172 actors in the level. Opus ran all three tools from a single chat: Meshy generated props and characters, Blender cleaned them up, and Unreal handled lighting, physics, and the HUD. First full build took ~4 hours and ~19% of a weekly Max plan.
- Claude Opus 5.5 orchestrated Meshy, Blender, and Unreal Engine 5 simultaneously from one chat window
- Full first level built in ~4 hours for ~19% of a weekly Max plan; subsequent levels are faster since assets reuse
- 172 actors in the scene with a working minimap, health UI, and expandable combat/quest system per prompt
“here's how to build a game like this with Claude Opus 5.5 + Blender + Unreal Engine + Meshy... the trick is giving every tool one job, but there's a smart way to set it up: - step 1: install Claude Code, Unreal Engine 5 and Blender 5.1+, all free except the Claude plan - step 2: connect Blender through its MCP add-on, and Meshy through Meshy MCP with an API key - step 3: brainstorm 5 game ideas with Opus first, pick one, have it expand the idea before anything gets built - step 4: tell it your GPU, so it pushes the graphics as far as your machine can run - step 5: Meshy generates the props and characters, Opus imports them into Blender and cleans them up - step 6: Opus brings everything into Unreal: the level, lighting, HUD, minimap - step 7: play it, then add one feature per prompt: combat, enemies, quests who does what: > Meshy: the 3D models > Blender: cleanup, placement, materials > Unreal: lighting, physics, the actual game > Opus: runs all three from one chat and the real cost... one full first build took about 4 hours and ~19% of a weekly Max plan build the first level well, then the next ones go much faster because the assets already exist”
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