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05 / Case study — browser game

A playable product built through an AI harness.

CS Brasil is both a browser FPS and a test of AI-native product engineering: specialist skills define visual, gameplay, map, regression, and bug-hunt contracts while real usage telemetry closes the loop.

Role
Creator / fullstack
Period
2026
Stack
Three.js + Supabase
Stage
Public alpha
2,191 Players Public alpha
154K+ Kills Measured gameplay events
27 Countries Players reached
WebGL Runtime No install required
05.1 / The problem

A game exposes weak AI workflows quickly. A change that makes one screenshot prettier can reduce readability, break collision, destabilize frame time, or regress another map. Speed only matters when the evaluation loop can catch that.

05.2 / The system
  1. 01

    Repository skills encode repeatable contracts for maps, characters, visual quality, gameplay, and bug hunting.

  2. 02

    Independent visual critics inspect screenshots and measurements; builders do not approve their own work.

  3. 03

    Automated issue capture turns player-visible failures into structured GitHub reports for triage and repair.

  4. 04

    Private product telemetry records rounds, maps, characters, scores, and session behavior so iteration follows evidence.

05.3 / Outcome

The public alpha became a measurable production system rather than a demo: player behavior informs the backlog, the harness turns evidence into scoped work, and regression checks protect previous gains.