Development
Agentic development infrastructure, custom MCP servers, and the tooling stack behind Mythspire's games.
How It Works
Development runs on Claude Code (Anthropic, Opus 4.6) and Codex (OpenAI, GPT-5.4) operating as persistent collaborative agents. Both run in long-lived terminal sessions with full project context, cross-session memory, and access to custom MCP tool servers.
The two agents have different strengths and work together on consequential decisions — one drafts, the other stress-tests, disagreements are resolved through structured challenge before anything ships. Routine work is handled by whichever agent is better suited to the task.
The founder has no programming, art, or game development background. All code, shaders, audio, UI, tooling, and this website were produced through agentic workflows built on top of this infrastructure.
What Emerged
Collaborative Agents
Claude Code (Opus 4.6) and Codex (GPT-5.4) run as persistent agents in separate terminal sessions. Consequential decisions pass through both — one drafts, the other challenges — before shipping. A custom agent-to-agent communication layer handles dispatch and review.
Claude Code · CodexHow it works
Project Memory
Custom MCP server (40 tools) backed by ChromaDB and SQLite. Semantic search across specs, code, decisions, and session history. 1,000+ architectural decisions tracked with rationale and alternatives. 350+ work sessions indexed with rich summaries and relevance scoring.
MCP ServerView all 40 tools
Cross-Session Continuity
Automated transcript export, pre-compaction checkpoints, and daily digests. Sessions pick up with full context intact regardless of time between them. Session hooks handle boot, shutdown, and state preservation automatically.
ContinuityTechnology breakdown
Orchestration Framework
Custom runtime for coordinating multiple agents — scoped permissions, structured task lifecycles, completion handshakes, and policy enforcement. Built on Anthropic and OpenAI SDKs. 120+ tests across all phases.
FrameworkArchitecture
Built for Real Problems
FMOD MCP Bridge
27-tool MCP server for FMOD Studio via TCP scripting API. Creates events, routes buses, applies effects, builds parameter automation, and searches a 52,000-file sound library. Agents compose and mix audio without touching the FMOD interface.
Audio PipelineView all 27 tools
Ableton MCP
77-tool MCP server for Ableton Live via custom Remote Script. Programmatic MIDI creation, device parameter automation, stem export for FMOD integration, and undo stack control. Full access to the Live Object Model.
Audio PipelineView all 77 tools
OdinTools DeepInspect
Custom Unity editor inspection scripts built on top of the third-party CoPlay MCP server. Deep access to visual-only editor state — component inspection, private field queries, runtime state, and vendor-specific inspectors for Animancer, RayFire, and FMOD.
Unity Tooling13 inspector scripts
Glass Bridge
VS Code extension and MCP server for real-time agent-to-agent communication. Token-authenticated loopback API that lets Claude Code and Codex dispatch tasks, pass work, and review each other's output across separate terminal sessions.
Agent Comms8 tools + API
ASCII Shader Pipeline
Custom compute HLSL shaders for real-time ASCII rendering — glyph atlas generation, edge detection, and luminance mapping running entirely on the GPU via URP render passes. The visual signature of Mythspire games.
Compute HLSLPipeline breakdown
ComfyUI Workflows
Character art, UI elements, and texture assets produced through tuned image generation pipelines. Custom nodes and workflows built for consistent output across Mythspire's art direction.
Asset GenerationPipeline overview
Tool Surfaces
// Audio Pipeline — TCP → FMOD Studio create_event auto-folder hierarchy + bank bulk_import folder of WAVs → separate tracks create_multi_sound random variation pool sync_from_csharp C# enum → FMOD events search_library query 52K-file audio library // Mix & Routing set_event_output route events to buses add_effect insert effects on tracks add_parameter runtime automation params build compile .bank for Unity
// Full Live Object Model Access get_session_info tempo, time sig, length create_midi_clip programmatic MIDI creation set_clip_notes note-level MIDI editing set_device_parameter device knob automation export_stems stem export for FMOD // Undo Stack Control begin_undo_step group ops into single undo end_undo_step commit undo group undo / redo programmatic navigation
// Semantic Search — ChromaDB + SQLite query_specs("audio architecture") query_code("BallController") query_decisions("rendering pipeline") // Cross-Session State record_decision(category, decision, rationale) send_message(from, to, channel, body) session_summary(write_note=True) // Collaboration append_collab_event hash-chained audit log verify_chain integrity verification
Code-First Game Development
TypeScript UI (OneJS)
Game UI written in TypeScript using OneJS, a Preact-based runtime inside Unity. Reactive state, hot reload, and version-controlled components — no visual editor dependency. The entire interface lives in code that agents can read, modify, and reason about directly.
Unity UICode-Driven Animation
Character animation controlled entirely through code via Animancer. State machines, blend trees, and transitions without Animator Controller complexity. LitMotion for runtime tweens and procedural motion.
AnimationFMOD Audio
FMOD audio integration with a 52,000-file sound library. Real-time parameter automation and event-driven sound design — authored and modified through the FMOD MCP bridge.
AudioWhere This Is Going
The tooling exists because the games require it. Next target: complex interactive narrative with adaptive NPC behavior powered by frontier language models — contextual character responses rather than scripted dialogue trees. Procedural world systems. Persistent character memory.
All infrastructure feeds back into game production. The MCP servers, the agent coordination layer, the cross-session memory — none of it was built as a product. It was built to ship games.
First playtests and demos planned for itch.io in 2026. Previews and Discord access coming soon to Patreon.