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Game Track · Blueprint v2 · 19 Sep 2026 · Neo's decisions folded in

Three games, two AI tools, one kit

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.

Short version
  1. ToolsTwo AI tools, one kit. Codex Astra is the student's design and game-building partner. Claude Code is the backbone: project memory, builds, publishing, the review gate and the prompt record. This is the split that shipped RUSH to Google Play and the App Store in September.
  2. Three gamesUnchanged. Two small games, then one final game. Genres from a menu, one per slot. Confirmed 8 Sep.
  3. PublisherTodak Studios brand, on the Studios store accounts. The student signs an IP licence at enrolment. If a game earns money, the student gets a share. The percentage is still to be set.
  4. Review gateEvery game goes through one AI reviewer that assists three people: the lecturer, Neo for Todak Studios and Lan for Todak. Neo can bypass the gate to publish first. Updating a game that is already in the store is part of the course.
  5. MachinesClassroom is the Academy's Windows PCs. The Mac mini build farm sits at the Kenwingston office with the NAS, tr-home and EdgeXpert, on the fleet network. Neo is buying it.
  6. PaperworkThree signatures at registration: consent to record every prompt, the IP licence with the profit share, and an NDA. The pipeline students will see is not public knowledge.
  7. First jobBuild a working kit and test it on ourselves. No student touches it until one reference game per slot has gone through it with the review gate switched on.

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.

How we hold that line

01

What changed since v1

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.

ItemBlueprint v1 (8 Sep)Blueprint v2 (19 Sep)
AI toolsClaude 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 labelOpen: Studios brand or "Todak Academy Games".Todak Studios brand. IP licence and profit share signed at enrolment. Section 05.
Before a game is publishedA 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 farmOne Mac mini "at the Academy".One Mac mini at the Kenwingston office, inside the fleet with the NAS, tr-home and EdgeXpert. Section 07.
PaperworkConsent for prompt recording.Consent plus IP licence plus NDA, all at registration. Section 09.
KitItem 1 of the build list.The first job. Built and tested on ourselves before cohort 1 is scheduled. Section 11.
02

Two tools, one kit

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.

What RUSH proved

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:

Astra (Codex) did

  • Art direction, the app icon and cover art, and a screenshot plan.
  • The store listing copy in English and Malay.
  • On ApaNakMakan two days later: a full user-interface redesign delivered as a code branch, which Claude Code reviewed, tested and merged.

Claude Code did

  • The Godot prototype itself: cameras, chase and hide-and-seek modes, controls, phone builds.
  • The iPhone and Android builds, the uploads with the Studios keys, screenshots, pricing, availability and the review submission.
  • Every record: the publishing runbook, decisions, playtest notes and the handover, so any session could pick it up.

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.

The two lanes in the course

JobAstra laneClaude Code lane
Game design document, concept, scopeLeads, with the studentSaves it to project memory
Art direction, characters, sprites, 3D assets, icon, cover, music briefLeadsRuns the Academy asset services, checks style consistency
Gameplay code and levelsBuilds with the student, on a branchReviews, tests, merges. Owns scaffolding and project structure
User interface and game feel passesLeads, as branchesReviews and merges
Project memory (the project brain)Reads itOwns it
Builds for web, PC, Android, iPhone–Sends jobs to the build farm
Publishing and store listingsWrites the copy and makes the artVerifies and uploads with the Studios keys
Review gate–Runs the AI reviewer, files the report
Prompt recordSession transcripts collected by the kitBuilt-in telemetry plus the kit's hooks
Fixing a broken build, no-AI drillsThe student, with both tools closed

Integrated or separate? Both, in this order

Cohort 1 · one kit, two tools on the same PC (recommended)

  • The student opens Astra to design and build, and Claude Code to build, publish and review. Both read the same kit instructions, the same repository and the same project memory.
  • Weeks to build. Codex reads an AGENTS.md file and Claude Code reads CLAUDE.md; the kit writes both from one source.
  • Claude Code can fire Astra for a creative job without the student switching windows, the way it did for the RUSH store listing.
  • Both lanes are recorded. Claude Code's built-in telemetry is the most complete record available in any tool today, and Astra's session transcripts are already being collected into our brain across the fleet.

Later · Astra alone on the student PC, Claude Code as a service

  • The student only ever sees Astra. Build, publish, review and memory run on the farm as services that Astra calls.
  • Becomes possible once the kit's backbone commands are proven, because they are the same commands either way.
  • Worth doing if cohort 1 shows students struggling with two windows, or if we want a weak-laptop option.
  • Not a rebuild. The backbone moves from the PC to the farm; the lanes stay the same.

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.

03

What is in the Game Kit

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.

04

Genre menu

Unchanged from v1. The student chooses one genre per slot. Lan can add or remove entries.

SlotScopeChoices
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

The three rules

  1. Three families, not three of the same. Action, Puzzle and Strategy, Narrative, Simulation. A student's three games come from at least two different families, and the final game changes camera or dimension from games 1 and 2.
  2. If it goes to a phone, it has touch controls. Runners, racers, puzzles and sims are naturally mobile. The mentor steers the capstone choice with that in mind.
  3. Every game ships complete. Title screen, how-to-play, win and lose states, sound, and a saved high score or progress. Small and finished beats big and broken.

Not in 12 weeks: online multiplayer, open worlds, anything needing a server the student runs. Local two-player on one screen is fine.

05

Published by Todak Studios

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.

Day 1 · registerThe kit's "new game" command sends a publishing manifest to the Studios publisher desk: title, package id, placeholder icon, privacy page.
→
Week 1 · publisher deskAn Academy admin creates the store records in one batch. Apple needs a person in the console for a new app, and Google Play's very first upload is by hand. Done once per game.
→
Every build afterStudent says "publish". The review gate runs. The build farm packages the game and pushes it with the Studios keys. A link comes back in the showcase.
W1
W2
W3
W4
W5
W6
W7
W8
W9
W10
W11
W12
Foundations · final publishing and update week Game 1 · small Game 2 · small Game 3 · final
Where it is publishedGame 1Game 2Game 3AccountFee
Web · course showcase + itch.ioYesYesYesTodak Studios itch.ioRM0
PC · Windows and Mac downloads on itch.io–YesYesTodak Studios itch.ioRM0
Android · Play internal testing–YesYesTodak Studios Play (organisation account, no 12-tester wait)RM0
Android · Google Play production––YesTodak Studios PlayRM0
iPhone · TestFlight––YesTodak Studios Apple teamRM0
iPhone · App Store release––OptionalTodak Studios Apple teamRM0
Steam––Showcase pick onlyTodak Studios SteamUSD 100 per game, recoupable
PC · Epic Games Store––Showcase pick onlyTodak Studios Epic organisation (to open, see Stores v1)USD 100 per game, recoupable
Roblox––Not in the 12 weeksSeparate lane with its own engine; studio group to open (Stores v1)RM0, ID and age checks

What being under Todak Studios means, now decided

Things that bite, already known

06

The review gate, and teaching updates

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.

Student says "publish"The kit builds the game and runs the AI reviewer: the store checklist, a headless playtest, the "ships complete" rule, content rating, AI disclosure and the privacy page.
→
One-page reportFiled to the classroom system with a pass, a fix list, or a block. The lecturer, Neo and Lan see it there. Any of them can send it back with notes.
→
Approve, or Neo bypassesOn approval the farm publishes with the Studios keys. Neo can publish first and let the review land afterwards, and the student ships the fixes as an update.

Why Neo's bypass is a feature

Updates are part of the course

07

Machines

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.

WhereMachineWhat runs there
ClassroomThe 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 ruleStudents rotate between PCsEach 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.
HomeAny 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 farmOne 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.

Why the office, not the classroom

08

Recording every prompt, in both lanes

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.

Student PCClaude Code's built-in telemetry streams prompts, replies, tool calls, tokens and lines of code. The kit copies Astra's session transcripts the same way. Kit hooks add cohort, game, week and commit.
→
Course databaseEvery event stored per student and session, whichever tool it came from. Git history on the Academy's GitHub organisation sits beside it as the tamper-proof timeline.
→
Lecturer viewA Prompt Journey per student inside the classroom system: timeline per game, both lanes side by side, how specific prompts became week by week, tokens and cost, replay of any session.

Layer 1 · Claude Code's own telemetry

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

Layer 1b · Astra's transcripts

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.

Layer 2 · the kit's hooks

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.

Layer 3 · Git

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.

What the lecturer sees

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.

Rules that come with it

09

Enrolment paperwork

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.

DocumentWhat it must cover
1 · Consent to recordWhat 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 shareThe 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 · NDAConfidential: 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.
10

What it adds to the cost model

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.

AdditionTypeEstimateNote
Codex Astra seatPer learner, monthlyAbout the same as a Claude Pro seatNew 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 farmOne-offRM3.8k–7.5kApproved 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~RM50Academy-hosted services metered by the kit. Replaces retail Meshy at RM95 per month.
Claude Max seats for the capstone monthPer cohort buffer~RM2.4kPro'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 hostingMonthly~RM120One small database project plus space on a fleet machine. Shared across cohorts.
Legal drafting for the three documentsOne-offTo quoteConsent, IP licence and NDA. Reused every cohort.
Store publishing–RM0Studios accounts already exist for Apple, Google Play, itch.io and Steam.
11

Build the kit first, test it on ourselves

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.

  1. Game Kit v1, two lanes · 2 weeks. The installer, the shared instruction file for both tools, genre templates for every menu entry, the memory wiring, the backbone commands (new game, assets, build, publish, review, update), the logging hooks.
  2. Reference game 1 through the kit · 1 week, overlapping. One of us plays the student: Astra designs and builds a game-1-sized 2D game, Claude Code scaffolds, builds and publishes it to the web and itch.io under Todak Studios. This is the test of the one unproven part, Astra writing Godot gameplay with a beginner.
  3. Review gate · 1 week. The AI reviewer, the one-page report into the classroom system, the approve and bypass buttons for the lecturer, Neo and Lan, and the bypass log.
  4. Prompt collector and Prompt Journey · 1.5 weeks. Collector for both tools, prompt table in the classroom database, the lecturer page, the weekly prompt score.
  5. Studios publisher desk · 1 week. The manifest queue, the batch checklist for creating store records, the naming rule, the per-game privacy page.
  6. Build farm · 1 week after the Mac mini arrives at the office. Until then, tr-home does Android and web builds for the dry run.
  7. Reference game 2 and RUSH as reference 3 · 2 weeks. A game-2-sized project through the kit to Play internal testing, and RUSH re-run through the kit's publish and update commands so the capstone path is the RUSH path.
  8. Showcase gallery · 1 week. Every student's three games playable on course.neotodak.com, with the required web headers.
  9. Paperwork to the lawyer · start now. Section 09 is the brief. Needed back before the enrolment form goes out.
  10. Windows lab image and home installer · 3 days. One image for the classroom PCs, one script for laptops at home.

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.

12

Decisions

The seven questions from v1, with Neo's answers of 19 September, and the small items that are still open.

  1. 1Claude Code with the kit, own platform only later. Decided 19 Sep Yes, and Codex Astra joins as the second tool. Build the kit first and test it on ourselves.
  2. 2Two small games then one final game inside 12 weeks. Confirmed 8 Sep
  3. 3Genre menu and the three rules. Standing Lan adds or removes entries.
  4. 4Graduation and publishing rule. Decided 19 Sep All three games pass the review gate: AI reviewer assisting the lecturer, Neo and Lan. Neo can bypass to publish first. Updating a published game is taught.
  5. 5Publisher label. Decided 19 Sep Todak Studios brand. IP licence signed at enrolment; the student gets a share of any profit.
  6. 6Mac mini build farm. Decided 19 Sep Neo buys it and sets it up at the Kenwingston office with the NAS, tr-home and EdgeXpert.
  7. 7Consent and who sees the records. Decided 19 Sep Consent, IP licence and NDA, all signed at registration.

Still open, all small

  1. aProfit share: 50% Studios, 20% Academy, 30% student. Decided 20 Sep
  2. bWho drafts the three documents, and whether cohort 1 accepts under-18s. Lan
  3. cAstra seats: one per student for all 12 weeks, or from week 2 with a pooled set for the 3D weeks. Cost model
  4. dMac mini memory size, and its name on the fleet. Neo
  5. eWho plays the student in the dry run, and when the kit build starts. Neo
13

Changelog