i built a ghost-hunting game in unreal engine 5 with claude opus 5.5...
there’s a smart way to set it up:
- step 1: start a ue5 project from the third person template, connect opus 5.5 through unreal mcp
- step 2: keep the template’s movement, let opus build on top of it
- step 3: greybox 5 rooms: gallery, library, music room, attic, observatory
- step 4: vacuum beam + ghosts that get pulled in + a “captured 0/3” hud
- step 5: puzzles: hidden bookshelf door, moon lens in the attic, the lens fixes the observatory
- step 6: lumen per room (blue = haunted, gold = restored), niagara for the beam and stars
- step 7: models from tripo, cleaned up by opus in blender, imported as fbx
- step 8: opus playtests, reads the output log, lists bugs before fixing
who does what:
> unreal engine 5: the mansion, lumen, niagara, ui
> tripo + blender: the hero, the piano, the bookshelves, the telescope
> opus 5.5: blueprints and c++, level setup, effects, play tests
> you: play it and say what feels off
one system per prompt, and commit after every system that works
Games
A ghost-hunting game built with Claude Opus 5.5 in Unreal Engine
rewind built a haunted mansion game in Unreal Engine 5 without writing code by hand, using Claude Opus 5.5 through Unreal MCP. It greyboxed five rooms, added a vacuum beam and ghosts, and the model playtested and fixed bugs.
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- Made with
- Claude Opus 5.5, Unreal Engine 5, Tripo, Blender, Unreal MCP
- Posted








