Dave at ‘Impact Soccer’ (@DeepThinkLabs) header
Dave at ‘Impact Soccer’ (@DeepThinkLabs) profile picture

Building ‘Impact Soccer’ on Roblox - No Ball. Kick Players to Score Goals. Massive Hits, Bone-Crushing kicks. Curve your shots. Play-tests open. DM 🤝

Joined April 2025
Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)Photo by Dave at ‘Impact Soccer’ (@DeepThinkLabs)
First Early Look of 'Impact Soccer' - A physics-based soccer game w/ no ball, pummel opponents to the ground or kick them free standing to score goals. Control your speed, angle, & kick power to execute major curves on strikes. ALL feedback welcome & looking for play testers 🤝
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Game Dev Tip #2.1: To summarize, the last post talked about ensuring the Game Editor is on the forefront of the screen and not using your computer when the QA agent (i.e. computer use Agent) is testing. We received some great tips from the Game Dev community here that I wanted to highlight. Shout out to @rblx_tyridge77, @gamedevaitools, @jvan253, and @afskiuban! rblx_tyridge77: "For roblox that usually means you're locked out of being able to work while your AI is working A good way to do this that I've been doing is to: - Work freely in your main studio file/teamcreate etc, which syncs code and agent asset changes from your main repo - Set up a laptop/second machine for your agents - orchestrator agent takes a snapshot of main.rbxl and the main source/repo - your agents build features in parallel in an isolated rojo/git branch - each agent tests its ready branch one at a time by cloning from snapshot.rbxl , loading up the place, loading its branch, and testing - any asset changes are recorded and sent back as well as performance reports etc - orchestrator takes all finished and tested agents and lets you test them before resolving conflicts and merging to main and resolving asset changes etc." gamedevaitools: "for unreal, untick use less cpu when in background in editor preferences. that's the editor's own throttle" jvan253: "good tip. if you can't keep unity in front, set Preferences > General > Interaction Mode to No Throttling. the editor slows way down when it loses focus, which makes agent tests flaky. and turn on Run In Background in player settings for builds" afskiuban: "i let mine launch unreal in headless mode especially for regression gating (with a custom gate monitor that watches gate progress and system resource utilization) so the window position doesn't matter and as long as you're not stressing the system by trying to run another game it's just waiting" Me: I found that you can prompt your Orchestrator Agent (i.e. highest level agent) to add to claude.md instructions to run a command from the root folder whenever the Game Editor or Blender is not on the forefront of the screen to bring to the front. I was worried about giving too much access to allow for this, but no additional permissions were needed (i.e. no admin access needed in Powershell) as this is a general windows command. Really appreciate everyone's support on this educational series and plan to continue these types of posts. Hope this is helpful 🤝
Game Dev Tip #2: When running a team of AI agents to help develop your game it is important that you have the Game Editor (e.g. Roblox Studio, Unreal Editor, Unity Editor, etc.) always at the forefront of the screen. This is necessary so the QA Agent can properly run its tests on new updates, which always includes a performance check. If the Game Editor is in the foreground, then your computer automatically throttles the frame rate which leads to inaccurate test results. It is also important that you do not use your computer while the QA is running tests, but this creates a bottle neck. How can you continue brain dumping ideas all day to the Orchestrator Agent (i.e. the highest level agent)? One solution that has helped me (especially since I’m limited to one screen during the work week), is using the /remote-control command in Claude Code. This feature allows you to access your same Claude Code instance from your phone wherever you might be. Hope this is helpful. 🤝
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Dave at ‘Impact Soccer’ retweeted
It’s almost incomprehensible how wide the distance is between someone who’s working at the frontier with AI and basically everyone else right now. The crazy thing is these lines are not converging, but only growing farther apart. If the curve of AI progress had leveled off, it would certainly have given most people and companies time to catch up or implement their workflows in a standardized way. The technology would have neutralized competitive advantage because everyone would be using it the same way. But what’s happened is the opposite. The curve of AI progress is basically going vertical right now, which means if you had codified your processes 3-6 months ago you’re likely already behind again. Now imagine most companies that kicked into gear a year ago and thought that they were done. Even further behind now. I’ve never seen a technology in my life and career that improves at this rate, which consequently means you need to upgrade your expectations at a similar rate. Our brains weren’t wired for this, and our organizational change management processes certainly weren’t either. With any form of recursive self improvement, things just get wilder. It’s a time when you will need to be constantly reevaluating the things that didn’t work just a couple months ago to see if they now can be solved. AI native companies certainly have a strong advantage due to this right now, so now it comes down to can the bigger companies keep up. Wild times.
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There might be a lot more than what meets the eye in Impact Soccer
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Game Dev Tip #2: When running a team of AI agents to help develop your game it is important that you have the Game Editor (e.g. Roblox Studio, Unreal Editor, Unity Editor, etc.) always at the forefront of the screen. This is necessary so the QA Agent can properly run its tests on new updates, which always includes a performance check. If the Game Editor is in the foreground, then your computer automatically throttles the frame rate which leads to inaccurate test results. It is also important that you do not use your computer while the QA is running tests, but this creates a bottle neck. How can you continue brain dumping ideas all day to the Orchestrator Agent (i.e. the highest level agent)? One solution that has helped me (especially since I’m limited to one screen during the work week), is using the /remote-control command in Claude Code. This feature allows you to access your same Claude Code instance from your phone wherever you might be. Hope this is helpful. 🤝
Game Dev Tip: When using AI to help develop your game, prompt your LLM to analyze your game and create a lineup of multiple different permanent agents (all Opus 5.5 for my setup) that can be assigned to work on different aspects of the game. Then tell the LLM to have each agent to review the project to gain an understanding of what the game is and what the tech stack is like, then do deep research on their domain of expertise. The ability to now have a team of agents working on many different tasks in parallel has saved me significant time. I can freely brain dump all the different ideas I have through out the day without having to wait for my single LLM to free up their context. Different projects will have different types of agents spun up, but for Impact Soccer it made me 2 different game play coding agents, a graphics designer, a social media manager, a gameplay testing agent, multi-platform performance reviewer, sound and audio agent, project manager/planner, platform compliance agent, and a few others. Hope this is helpful 🤝
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Game Dev Tip: When using AI to help develop your game, prompt your LLM to analyze your game and create a lineup of multiple different permanent agents (all Opus 5.5 for my setup) that can be assigned to work on different aspects of the game. Then tell the LLM to have each agent to review the project to gain an understanding of what the game is and what the tech stack is like, then do deep research on their domain of expertise. The ability to now have a team of agents working on many different tasks in parallel has saved me significant time. I can freely brain dump all the different ideas I have through out the day without having to wait for my single LLM to free up their context. Different projects will have different types of agents spun up, but for Impact Soccer it made me 2 different game play coding agents, a graphics designer, a social media manager, a gameplay testing agent, multi-platform performance reviewer, sound and audio agent, project manager/planner, platform compliance agent, and a few others. Hope this is helpful 🤝
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Dave at ‘Impact Soccer’ retweeted
Nintendo’s Shigeru Miyamoto, the acclaimed designer behind Super Mario and Zelda, has explained why he believes generative AI won’t make human creativity obsolete. "There will always be a role left for us to play." videogameschronicle.com/news…
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A word from the legend himself..
Miyomoto's response to why AI is good is so eloquent I am honestly impressed.
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Dave at ‘Impact Soccer’ retweeted
AI in video games are a confusing topic to me. @TimSweeneyEpic recently got a lot of flak for pushing AI in game development. There are opinion pieces left and right condemning AI use in game development. Here I am, having worked for ~6 months on a game I released on Steam last week. And my sin, apparently, was using AI and disclosing it. The comment section was pretty clear on that. It's confusing to me. AI is a tool. IDE is a tool. A programming language is a tool. A graphics API is a tool. We're just using tools. I've been writing software for about 3 decades now, I'd like to think that I know what I'm doing and am pretty good at it. I see AI as an incredible productivity booster. It does some things that I pride myself on being good at, such as teasing out a math formula or optimizing an algorithm better than me most of the time (with a lot of handholding, granted), but for the most part it makes things I find tedious - fast. As I software engineer, and a game maker, I take relatively little pride in knowing a programming language, or remembering 100 shortcuts in an IDE, or knowing a programming language spec by heart. I remember the first time I needed to make an animated 3d model, almost 15 years ago now, and it took me about a week of full-time effort to get anywhere. I didn't feel particularly proud, I felt frustrated, I had a clear idea, but the tool and its complexity were getting in the way. Well, the tools are better now. Blender is better, animation tools are better, and there are AI models that keep improving at an incredible pace. Ultimately, when I write a piece of software, or work on a game - I rarely think about the tools, they are a means to an end, not the point in itself.
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Some gems are really starting to come out of the wood works.. this one’s got some real potential.
WARNING this game was made entirely with Opus 5.5 and three.js and it is ILLEGAL for you to want to play it
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Dave at ‘Impact Soccer’ retweeted
Do you feel like work is slowly chipping away at your identity? It's a given in Void Inc. Would love for you try to out my demo and let me know what you thought, link in replies. Appreciate you all!
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Dave at ‘Impact Soccer’ retweeted
JUST IN: Epic Games is hosting an AI Megajam, a VIBE coding contest for Unreal. "Up to four humans" and "Unlimited Agents" in the 50k prize Epic AI MegaJam Ya, the dam has broken, AI is here to stay in games now. Epic is leaning in.
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From the Anti-AI crowd, who y’all think is more brutal on X? (and prove it with some screenshots of the obnoxiously mean tweets you’ve gotten).
67%Anti-AI Game Dev
33%Anti-AI Art
0%Anti-AI Music
3 votes • Final results
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Dave at ‘Impact Soccer’ retweeted
My stance in the AI discourse: - I'm heavily pro-AI but anti-slop. - I love human creativity & talent, and I don't think they can be replaced by AI. AI has no taste or emotions, which are the main drivers of true art. - I use AI in almost everything I do/build, but never in a way that compromises quality or harms people. AI should be used to make things possible that weren't possible before, IMO. - I have empathy for people who feel threatened by AI, especially those who love their craft, be it programming or art, worry that their work might lose value or be automated by AI. The threat is real, and it forces people to rethink and adapt. - I don't have empathy for people who hate AI simply because they're miserable and want something to hate. - AI is not what produces slop. It's people with the wrong mindset and a lack of passion for their work who do. - I don't give a damn about tribalism and don't want any part of it.
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Building games is so satisfying. The ability to see your oddball, obnoxious, good/bad ideas come to life is a real treat. Maybe I have a higher standard than most, but even if you are using AI, it takes some real dedication to make something truly fun and great that people will enjoy (not to claim that I am there yet, but I believe I am on the right path). I’m about 5 months in on building my game. Building games has been the most fun of any project I’ve worked on and hits closest to home as something I am passionate about. I have had maybe 15-20 failed business attempts/ventures over the years, 1 success, and 1 major success. What I’m trying to say is don’t be afraid to fail, don’t let the loud ones deter you from creating and building. Keep building friends 🤝
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To all whiny game devs who are crying about AI slop in Steam Next Fest, go read the data on the previous Fest for this year, before collecting tears, group hugs and demanding that "something must be done!" howtomarketagame.com/2026/07…
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Cooking up something fun for y'all. Adding a completely new mechanic that will increase the in-game mayhem. Will explain more soon.
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Dave at ‘Impact Soccer’ retweeted
Well, as you've probably noticed, there's a controversial discussion going on, and since controversy isn't something I shy away from, I'd like to chip in. Specifically I would like to show example of using Ai acceleration to achieve YOUR vision while maintain absolute control over the result, hence this thread. So here's a tool I've made, which I'll talk about a bit more in the comments. #gamedev #indiedev
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First look at the ASCII-inspired Glyphstorm Armor set. I don't think I've seen ASCII armor like this before in Roblox, but let me know what y'all think!
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Dave at ‘Impact Soccer’ retweeted
I’ve been coding regularly since I was 13. In the last 28 years I can’t remember a single full week where I didn’t write at least a dozen lines of code. I love it. But in the past two months I haven’t written a single line of code and I’ve accomplished more than ever, thanks to AI. It’s an incredible time to be alive!
Replying to @KenneyNL
This is bullshit, Kenney. I’m the same tech tree following optimist who moved from C to C++, from 2D to 3D, and from closed source to open source. I run a company. I write code. I contribute to published papers. I’ve upped my expectations of AI. Up yours!
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