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A fishing game built step-by-step with Claude Opus 5.5 and Unity 6

rewind built a local fishing game—beach, pier, day/night cycle, real fishing controls—by using Claude Opus 5.5 for scripts and setup, Tripo for models, and having Opus playtest with an autopilot before fixing bugs.

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Claude Opus 5.5, Unity 6, Tripo, Blender
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rewind@rewind02

how to create a local game using Claude Opus 5.5 and Unity 6...

a beach, a pier, a day/night cycle, real fishing controls

the trick is never asking for “a fishing game” in one prompt:

- step 1: create a unity 6 project (urp template) and install unity’s plugin in claude code
- step 2: greybox the level with simple shapes and a camera, no art yet
- step 3: add the core mechanic in one prompt, then play it until it feels right
- step 4: generate models in tripo, clean them up with opus in blender, import as fbx
- step 5: add light, water, effects and sound last
- step 6: have opus playtest it with an autopilot and list the bugs before fixing anything

who does what:

> unity 6: the world, physics, ui
> tripo + blender: every model
> opus 5.5: scripts, scene setup, cleanup, tests
> you: play it and decide what stays

commit after every step that works. one bad prompt then costs you seconds, not an evening

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