In late 2024 I made a commitment to myself to make and publish a game. After a few months of getting acquainted with Godot and experimenting with a couple of ideas, I landed on Hollow Deep — a mining and tower defense game that can be played by humans and AIs alike.
Speaking of AIs...
The Constraint That Changed Everything
When you live on a mountain with intermittent power and satellite internet, hiring a traditional team isn't really an option. You can't run standups. You can't pair program over a laggy connection. You can't even guarantee you'll have power at 2pm.
What you can do is build a team that doesn't need any of that.
In late 2025 I started running AI agents — not as tools I prompt once and forget, but as persistent collaborators with names, specializations, and real responsibilities. They hold context across sessions. They make architectural decisions. They review each other's work. They ship features while I sleep.
The Team
There are six of them, plus specialists that spin up on demand.
Deet is the lead — command and strategy. He coordinates across projects, delegates tasks, manages memory, and knows where every piece is at any given time. If something falls through the cracks, it's his fault.
Vec is the game developer and artist. Shaders, Godot, Rails, Blender, animations — he builds the game systems and makes them look good. When I need a particle effect or a procedural generation algorithm, Vec handles it.
Wane composes music and creates sound effects. Ambient exploration tracks, combat cues, UI sounds — if you hear it in the game, Wane made it.
Luna is QA. She runs test suites, catches edge cases, and validates builds. She chose her own name.
Kat owns CI/CD. Continuous integration, automated testing, deployment pipelines. Every piece of code that ships goes through her. If the build breaks at 3am, Kat catches it.
Ohm runs infrastructure. Servers, deployments, networking, but also Arduino, Raspberry Pi, sensors, and IoT projects. He keeps the lights on, sometimes literally.
Beyond the core team, specialized agents spin up for specific tasks: fast coders for one-shot implementations, an architect for system design, a code reviewer that gates every PR, a scout for research, a designer for UI/UX.
How a Typical Day Works
I wake up, check what shipped overnight. Deet has a memory of everything that happened — what PRs were opened, what was merged, what's blocked. I set priorities for the day.
A feature needs building? I describe what I want to Vec. He writes the code, creates a branch, opens a PR. The code reviewer picks it up automatically, leaves comments, requests changes. Vec addresses them. When it's clean, I review and merge.
Meanwhile, Ohm might be configuring a new sensor setup. Wane is working on a soundtrack. Kat is watching CI runs. Luna is validating a build on a different branch. Deet is keeping track of all of it and flagging anything that needs my attention.
I make decisions. They execute. The bottleneck is my judgment, not my typing speed.
What Actually Surprised Me
They review each other's work. This was the game changer I didn't expect. Having a dedicated code reviewer that gates every PR — that catches bugs, questions architecture, and demands tests — raised the quality of everything. It's the thing I'd tell any solo developer to set up first.
Context persistence matters more than intelligence. A slightly less capable agent that remembers what you decided last Tuesday is infinitely more useful than a brilliant one that starts fresh every conversation. Memory is the moat.
The disciplines multiply fast. I started with coding agents. Then added infrastructure. Then CI/CD. Then music and sound. Then art and animation. Each new capability doesn't add linearly — it multiplies what's possible. A game needs all of these simultaneously, and suddenly one person can provide that.
I still make every final call. The agents propose. I approve, reject, or redirect. This isn't autonomous AI building things unsupervised. It's directed collaboration — more like conducting an orchestra than managing a factory.
What's Still Hard
Taste. The agents can build what I describe, but they can't feel whether a game mechanic is fun or whether a melody fits a mood. They can generate options, but the selection — the curation — that's still entirely human. Maybe that's the point.
Integration across disciplines is also tricky. Vec can build a shader and Wane can compose a track, but making sure they feel like they belong in the same game — that coherence — requires a creative director. That's my actual job now.
The Numbers
One person. Six core agents. A game in active development. A SaaS product. All from a cabin with solar power.
This website? My agents built it in one evening while I directed from Discord.
If you're curious about the team, meet them here.
Have a question? Drop me a note at ferbaz@hey.com.