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  • The tool picked the mechanic

    An agent built a playable platformer level in Unreal 5.8 — props authored in headless Blender, Blueprints written as text through Epic's MCP plugin. One thing the DSL cannot do decided what the attack button does. Notes on a level that passed every test I could automate while being unplayable.

    SEP 17, 2026read →
  • A checksum you don't understand

    I built the asset pipeline for the experiment: a headless Blender script, Epic's MCP plugin in Unreal 5.8, and a cube that made it into a level. Three numbers crossed the boundary between the two tools, and only one of them was allowed to stay the same. Notes on verification that fires when nothing is wrong.

    SEP 10, 2026read →
  • Your agent can build things you'll never see

    I gave an agent write access to Unreal Engine through Epic's first-party MCP plugin. The server came up healthy with no tools behind it and no warning anywhere, a plugin switched itself off, and the first thing the agent built was invisible. Notes from the part of agent tooling nobody writes down.

    AUG 31, 2026read →
  • Your agent doesn't know what day it is

    A production LLM assistant kept saving weddings in the past. It wasn't a parsing bug — the model had no idea what year it was, so it fell back to its training cutoff. Three layers of fix, and the one JavaScript date bug that only the tests caught.

    AUG 07, 2026read →
  • Six projects, one person, one agent: building a command-center on Claude Code

    How I built Mithra — a personal command-center on Claude Code primitives. Memory, hooks, a skill that classifies work by blast radius, and an MCP server over a real multi-repo workspace. Plus why the security decisions mattered more than the features.

    JUL 27, 2026read →