Blueprint v1 asked seven questions. Neo answered them on 19 September. This version folds the answers in: Codex Astra and Claude Code work together the way they did on police sentri : RUSH, every game passes one review gate that Neo can bypass, the Mac mini build farm joins the fleet at the Kenwingston office, and every student signs consent, an IP licence and an NDA at enrolment. The first job is to build the kit and test it on ourselves.
Not prompt-only. Not vibe coders. AI writes a lot of the code in this course, and learners are taught to direct it well. That is not the finish line. A graduate can open their own game with the AI switched off, read the code, explain why it works, fix it when it breaks, and ship it to a store. The AI is the pair, not the pilot. Prompting is a skill we teach and grade. Understanding what comes back is the skill that makes it worth anything.
The module spec is still the spine: 12 weeks, 8 competency units, Godot 4, persistent project memory, competency-based assessment. The v1 plan stays as the record of the questions. These are the answers.
| Item | Blueprint v1 (8 Sep) | Blueprint v2 (19 Sep) |
|---|---|---|
| AI tools | Claude Code only. Codex as a small volunteer side lane. | Codex Astra and Claude Code together, in one kit, with a clear split of jobs. Section 02. |
| Publisher label | Open: Studios brand or "Todak Academy Games". | Todak Studios brand. IP licence and profit share signed at enrolment. Section 05. |
| Before a game is published | A reviewer helper in the kit, plus a viva for the final game. | One review gate for all three games: AI reviewer assisting the lecturer, Neo and Lan. Neo can bypass it. Updates are taught. Section 06. |
| Build farm | One Mac mini "at the Academy". | One Mac mini at the Kenwingston office, inside the fleet with the NAS, tr-home and EdgeXpert. Section 07. |
| Paperwork | Consent for prompt recording. | Consent plus IP licence plus NDA, all at registration. Section 09. |
| Kit | Item 1 of the build list. | The first job. Built and tested on ourselves before cohort 1 is scheduled. Section 11. |
Neo's question: integrate Codex Astra into the kit, or run Astra as its own platform for designing and building the game, with Claude Code as the back end? Answer: one kit that both tools read, with the jobs split the way RUSH proved they should be. That gives us the "separate platform" feel for the student without building a platform.
police sentri : RUSH is a 3D chase game in a Malaysian pasar, built in Godot for phones. Between 15 and 16 September 2026 it went from a native prototype to a live game on Google Play, and was submitted to the App Store the same afternoon, all under the Todak Studios accounts and driven entirely from the fleet. Two AI tools did it, in the same repository, each on its own jobs:
The lesson is not "Astra is creative, Claude is technical". It is that the split worked by job, inside one repository, with one tool briefing the other in writing and one tool holding the keys. That is exactly what the kit has to package for a student.
| Job | Astra lane | Claude Code lane |
|---|---|---|
| Game design document, concept, scope | Leads, with the student | Saves it to project memory |
| Art direction, characters, sprites, 3D assets, icon, cover, music brief | Leads | Runs the Academy asset services, checks style consistency |
| Gameplay code and levels | Builds with the student, on a branch | Reviews, tests, merges. Owns scaffolding and project structure |
| User interface and game feel passes | Leads, as branches | Reviews and merges |
| Project memory (the project brain) | Reads it | Owns it |
| Builds for web, PC, Android, iPhone | – | Sends jobs to the build farm |
| Publishing and store listings | Writes the copy and makes the art | Verifies and uploads with the Studios keys |
| Review gate | – | Runs the AI reviewer, files the report |
| Prompt record | Session transcripts collected by the kit | Built-in telemetry plus the kit's hooks |
| Fixing a broken build, no-AI drills | The student, with both tools closed | |
AGENTS.md file and Claude Code reads CLAUDE.md; the kit writes both from one source.The one part not yet proven: Astra writing the gameplay code of a Godot game with a beginner. On RUSH, Claude Code wrote the gameplay; Astra's code work so far is the ApaNakMakan interface. The dry run in section 11 tests exactly this before any student depends on it.
One installer sets up both tools, the engine and the kit. From then on the student types plain requests and the kit does the plumbing. Everything below is a command any tool can fire, which is what keeps the "later" option open.
Dry-run rule, now stricter. We build the kit, then push one reference game per slot through it and publish them under Todak Studios, with the review gate on. RUSH is re-run through the kit as the capstone reference so the kit packages the exact steps that got RUSH out. Every step that breaks gets fixed in the kit before a student sees it.
Unchanged from v1. The student chooses one genre per slot. Lan can add or remove entries.
| Slot | Scope | Choices |
|---|---|---|
| Game 1 weeks 2–3 |
2D, one core mechanic, one screen or endless. Web only. |
Action side scroller · endless runner · one-button flyer · top-down arcade shooter · breakout or pong variant Puzzle match-3 · block push (Sokoban) · 2048-style · snake on a grid |
| Game 2 weeks 4–6 |
2D or 2.5D, several levels, saved progress, touch controls. Web, PC and Android testing. |
Action platformer with 5 levels and a boss · isometric or top-down adventure · twin-stick shooter · rhythm game Strategy tower defense · small-grid turn-based tactics · card battler · roguelike with generated rooms Narrative visual novel with branching choices · point-and-click mystery |
| Game 3 · final weeks 7–11 |
3D, or an ambitious 2D with 3D assets. Store-ready: icon, listing, privacy page, touch controls. Web, PC, Google Play, TestFlight. |
Action first-person shooter or arena · third-person action-adventure · kart or racing · 3D platformer Simulation survival and crafting on a small island · tycoon or shop sim · farming or city builder (small) Narrative 3D walking-sim story · escape room Mobile hyper-casual with ads or in-app purchase · local two-player party game on one screen |
Not in 12 weeks: online multiplayer, open worlds, anything needing a server the student runs. Local two-player on one screen is fine.
Decided 19 Sep: every student game is published under the Todak Studios brand, on the Studios accounts for Steam, itch.io, Google Play and Apple. The kit connects to them on the first day, and the student never sees a store key.
| Where it is published | Game 1 | Game 2 | Game 3 | Account | Fee |
|---|---|---|---|---|---|
| Web · course showcase + itch.io | Yes | Yes | Yes | Todak Studios itch.io | RM0 |
| PC · Windows and Mac downloads on itch.io | – | Yes | Yes | Todak Studios itch.io | RM0 |
| Android · Play internal testing | – | Yes | Yes | Todak Studios Play (organisation account, no 12-tester wait) | RM0 |
| Android · Google Play production | – | – | Yes | Todak Studios Play | RM0 |
| iPhone · TestFlight | – | – | Yes | Todak Studios Apple team | RM0 |
| iPhone · App Store release | – | – | Optional | Todak Studios Apple team | RM0 |
| Steam | – | – | Showcase pick only | Todak Studios Steam | USD 100 per game, recoupable |
| PC · Epic Games Store | – | – | Showcase pick only | Todak Studios Epic organisation (to open, see Stores v1) | USD 100 per game, recoupable |
| Roblox | – | – | Not in the 12 weeks | Separate lane with its own engine; studio group to open (Stores v1) | RM0, ID and age checks |
com.todakstudios.academy.<game>. RUSH itself is com.todakstudios.policesentrirush.Decided 19 Sep: all three games pass one review gate. An AI reviewer does the legwork and assists three people: the lecturer, Neo for Todak Studios and Lan for Todak. Neo can bypass the gate to publish first. Because games can be published first and fixed after, updating a live game becomes a lesson, not an accident.
Superseded on 20 Sep (v2.3). Neo ruled that the program must not run on his personal domain or fleet, because it is shared with the Academy team. Where the Mac mini and every service now live is in Home v1. The classroom and home rows below still hold.
The classroom is the Academy's high-spec Windows PCs. The one Mac in the loop is the build farm.
| Where | Machine | What runs there |
|---|---|---|
| Classroom | The Academy's Windows PCs (high spec). 16 GB memory and 30 GB free disk is enough; the 3D capstone enjoys the extra power. | Codex Astra and Claude Code (native Windows, desktop apps or the VS Code extensions, so they do not look like a hacker terminal), Godot 4 with export templates, Git, Node, Blender for the 3D weeks. Installed once as a lab image. |
| Shared-PC rule | Students rotate between PCs | Each student signs into their own Claude seat, their own Astra seat and their own GitHub account. Work lives in GitHub and the project memory, never on the PC, so any PC in the lab is theirs for the session and the prompt record follows the login, not the machine. |
| Home | Any laptop with 16 GB memory, Windows or Mac. 8 GB works for the 2D games and struggles in the 3D weeks. | Same one-line installer plus the kit. Weak-laptop fallback: the web versions of both tools plus the build farm, playing web builds in the browser. |
| Build farm | One Mac mini at the Kenwingston office, next to the NAS, tr-home and EdgeXpert. Neo buys and sets it up. | Godot exports for Web, Windows, Mac, Linux and Android, iPhone builds through Xcode, store uploads with the Studios keys, the AI reviewer. Runs the same Android and Apple recipe already proven on RUSH and ApaNakMakan. |
Three layers as in v1, now covering both tools. Nothing exotic to build; the work is the collector, the database and the lecturer's view.
Claude Code can export a stream of events to any server we name. The kit installer switches it on. With the content flags set, each event carries the full prompt text, the full reply, every tool call with file paths, the model used, tokens and cost, lines added and removed, commits, the session id and the student's login email.
CLAUDE_CODE_ENABLE_TELEMETRY=1
OTEL_LOG_USER_PROMPTS=1
OTEL_LOG_ASSISTANT_RESPONSES=1
OTEL_LOG_TOOL_DETAILS=1
OTEL_EXPORTER_OTLP_ENDPOINT=https://telemetry.course.neotodak.com
Codex keeps a full transcript of every session on the machine it runs on. Our fleet already copies those transcripts into the Todak brain, which is how RUSH's Astra sessions are on record today. The kit's collector does the same for each student, tagged with the same login and session ids.
On every prompt and at the end of every turn, the kit writes a row to the course database with the context the tools do not know: which cohort, which game, which week, the current commit. The same hook reminds both tools where the student is in the course, so the answers stay on the curriculum.
Every student game lives in the Academy's GitHub organisation. Commit history is the tamper-proof timeline. The lecturer view links prompt to commit to build to review report to published game.
The Academy's classroom system already has students, classes, enrolments, progress and AI grading. We add a prompt-history table and a Prompt Journey page per student. The existing AI grading scores prompt quality weekly, so the student gets a growth chart at graduation and we get proof for marketing that the course teaches prompting, not just games.
Decided 19 Sep: three documents, signed at registration, before the first lesson. What the students are about to see is not public knowledge, and some of them will come from the game industry. This section lists what each document must cover. A lawyer drafts the wording.
| Document | What it must cover |
|---|---|
| 1 · Consent to record | What is captured (every prompt, reply, tool call and transcript in both tools, plus Git history). Why (assessment evidence and course improvement). Who sees it (the student, their lecturer, the review gate, Neo and Lan). How long it is kept. That it is stored on Todak systems. The student's rights to a copy and to deletion after the course, subject to the licence below. Personal Data Protection Act basis. |
| 2 · IP licence and profit share | The student is the author. Todak Studios is the publisher of record and may publish, market, update, localise and keep the game live under its brand, and use the game's design, characters and art in Studios marketing and course material. The profit split, 50% Todak Studios, 20% Todak Academy, 30% the student, and how and when the student's share is paid. Credit in the listing and in the game. What happens if the student leaves the course early, and what happens after graduation (the game stays published unless both sides agree otherwise). The student may show their published games in their own portfolio. |
| 3 · NDA | Confidential: the Game Kit, the pipeline and the agents behind it, the prompts and instruction files, the build farm, the publisher desk, the recording system, any unreleased Todak Studios material seen during the course, and the other students' unreleased games. Survives graduation. Carve-outs: the student's own published games, general skills learned, and anything Todak makes public. Consequences of a breach. |
The module spec's cohort figures stay as the base: about RM5,100 for 15 learners and RM6,700 for 20, with Claude Pro seats as most of the bill. Two lines change from v1: the Astra seat is new, and the Mac mini is now approved.
| Addition | Type | Estimate | Note |
|---|---|---|---|
| Codex Astra seat | Per learner, monthly | About the same as a Claude Pro seat | New in v2. To confirm at purchase. Roughly doubles the AI bill per cohort. Option: Astra seats from week 2 only, when game design starts, and pooled seats for the 3D weeks. |
| Mac mini for the build farm | One-off | RM3.8k–7.5k | Approved 19 Sep. Neo buys it. The 2026 lineup (M6 from RM3,799, M5 Pro from RM7,499, in stores 22 Sep) replaced the v1 figure. Spec recommendation in the Classroom v1 page. Serves every cohort. |
| Asset generation (images, 3D, music, sound) | Per learner | ~RM50 | Academy-hosted services metered by the kit. Replaces retail Meshy at RM95 per month. |
| Claude Max seats for the capstone month | Per cohort buffer | ~RM2.4k | Pro's usage window will be hit in heavy 3D weeks. Five Max seats for one month, handed to whoever runs dry. |
| Telemetry collector, database, showcase hosting | Monthly | ~RM120 | One small database project plus space on a fleet machine. Shared across cohorts. |
| Legal drafting for the three documents | One-off | To quote | Consent, IP licence and NDA. Reused every cohort. |
| Store publishing | – | RM0 | Studios accounts already exist for Apple, Google Play, itch.io and Steam. |
Neo's item 5: build a working kit and test it before anyone else does. The order below puts the risk first. Cohort 1 is not scheduled until the gate at the bottom is passed.
Gate before cohort 1: one reference game per slot published under Todak Studios through the kit, with the review gate on and a full prompt record for both lanes, plus observed trials with four to six real beginners (added in v2.2 on Astra's advice: the reference games prove the pipeline, the beginners prove the teaching). If any of those four is missing, the kit is not ready and the cohort waits.
Timeline, restated in v2.2. Astra reviewed this list on 20 Sep and called the two-week kit "covering every genre" not credible. Adopted: about two weeks to a demonstrator, then six to ten more to a dependable pilot, ten to twelve weeks in all. Genre templates are built for the dry-run games first; the rest of the menu grows cohort by cohort. Details in Classroom v1, section 06.
The seven questions from v1, with Neo's answers of 19 September, and the small items that are still open.