Hi everyone, I'm Zeng, an indie developer from China. I was born in 2006 and I'm still an undergrad. I've been working on my game for five months now, entirely on my own. In this post I'll walk through, roughly, how I set up my indie dev pipeline.
A quick note: this is a beginner-friendly overview, not a deep-dive tutorial. Everything here is personal experience and opinion. I'm not trying to preach, so if you see things differently, I'd love to hear it.
First, you'll probably want some of the strongest models available to help you build the project, such as Codex, Claude Code, or Grok. I mainly use Codex and Claude Code, and Claude Code (CC from here on) is what I use most. And yes, Claude has banned my account before. When you hit a problem, you solve it. You don't look for a reason to stop.
My engine is Godot. I chose it because I originally planned to make a 2D game, and Godot is a great fit for that. Later the design changed and the game became 2.5D, with an isometric camera similar to Project Zomboid, so the game itself is actually 3D. If I had known it would be 3D from day one, Unity would honestly have been the more convenient choice. But Unity had split off its China business into a separate entity, which made things complicated for me, so I stayed with Godot.
Some indie developers choose to build their own engine. In my view that's unnecessary. Sure, you can now modify an engine through plain natural language, but there's a real downside: Godot has an open-source community, so most problems I run into already have answers there. There are also engine tutorials on YouTube and Bilibili, and the docs to read. If I built my own engine, the cost would be too high for me, and any problem would end up entirely in the agent's hands.
Honestly, I only really know Python, and I only passed my freshman Python exam on the retake. So the barrier is lower than people think. When you hit a problem, you work it out then. My coding ability comes from using agents. Really, it's the open-source developers on GitHub who paved the road, and I'm lucky to live in an era where I can use agents to build my own game.
You'll also need a GitHub account. Whether or not you plan to open-source anything, GitHub is a convenient place for version control and storage (you can make the repo private so your code isn't public).
Now let me briefly explain some agent basics, as I understand them. I'll borrow a formula from DeepSeek: agent = model + harness.
For the model: Claude has Haiku, Sonnet, Opus, and Fable; GPT has Astra, Sol, and Terra (these names change fast, so check the official sources). I won't go into each model's abilities or benchmark scores. You can just ask the AI itself to introduce its own models. Roughly speaking, stronger models use more tokens, think for longer, and have a much higher capability ceiling than weaker ones. But a stronger model isn't always the better choice (I'll share hands-on experience about this when I get to 3D rigging and animation).
For the harness, think of the model as a horse you want to ride, and the harness as the saddle and gear between you and the horse. It's the layer that lets you direct the model and get your agent to do the work.
The first things to do are subscribe to an AI plan, set up your GitHub account with the AI's guidance, then search GitHub for the MCP that connects Godot to the agent you use. That gets the most basic environment in place.
If you don't know how to set something up, don't worry. Take a screenshot, give it to your AI, and ask it to walk you through step by step. A good video tutorial works too. Some GitHub steps need you to do by hand; the rest your agent can handle directly, and the same goes for the Godot MCP.
In the next post I'll cover how the whole game development pipeline is set up, including how to manage your game design documents and organize your files. I use Obsidian and Feishu myself. If you use Notion or something else, the setup will differ and your agent can help you look it up. What matters is that your agent can read, create, edit, and delete notes on its own, without depending on you doing it by hand. Note-taking tools vary from person to person, so I'll only briefly describe mine.
If you'd like to follow along or get in touch, you can find me here:
- Reddit: Perilous Journey: Xixing
- X: Perilous Journey: Xixing
- YouTube: Perilous Journey: Xixing
- Discord: Perilous Journey: Xixing (Discord)
- Bilibili: 西行xixing
- Xiaohongshu: 西行xixing
- Douyin: 西行xixing
- TapTap: 西行xixing
- Email: [zczcz4090@gmail.com](mailto:zczcz4090@gmail.com)