DeepSeek V4 Flash 0731 led the build through DS4. Qwen 3.6 A35B joined as a vision subagent, turning visible failures into targeted fixes.
Starting with one Unity3D car asset, the agents created a racing game for the Godot engine in one initial prompt, then corrected it with two short follow-ups.
LEAD DeepSeek V4 Flash 0731HARNESS DS4VISION Qwen 3.6 A35BENGINE GodotINPUT 1 Unity3D car asset
PLAYABLE GODOT WEB EXPORT
Run the original build.
Open the agent-generated Low Poly Racing build in a new tab. The compressed WebAssembly game downloads only after you choose to launch it.
The initial request supplied intent and one asset. Each follow-up described only what was visibly wrong.
01
Initial build
One asset. One prompt. Build the race.
“Use this Unity3D car asset to create a racing game in the Godot game engine. Add a track, player controls, a race HUD, and a reset flow.”
OUTCOME The first playable scene and game structure were created.
02
Follow-up one
Put the wheels back on—and make it drive.
“The car does not have wheels and the player controls do not work. Add the wheels and make the car controllable.”
OUTCOME The visual asset assembly and input path were repaired.
03
Follow-up two
Fix reset and reverse the reversed steering.
“Fix the reset button. The directions are reversed: A currently moves right and D moves left. Change the controls so A moves left and D moves right.”
OUTCOME Reset returned to a clean state and the final key mapping matched the player’s expectation.
MODEL ROLES
Builder + eyes.
01 / LEAD AGENT
DeepSeek V4 Flash 0731
Worked through DS4 to plan the scene, assemble the project, wire gameplay, and apply follow-up corrections.
02 / VISION SUBAGENT
Qwen 3.6 A35B
Supplied visual inspection so the agent loop could reason about missing wheels, scene state, and the visible result—not only the source files.
01source asset
01initial prompt
02follow-ups
02local models
GAME LAB / CASE 02 / QWEN38-27B
Eight hours. One finish.
Qwen3.8 27B built Drift Rush with xhigh reasoning—and thought way too much. The run took more than eight hours to complete the game.
It ran as UD-Q4_K_XL with a 163K context window, mmproj CPU offload, and a homemade harness designed for smooth compaction across the long agent session.
MODEL Qwen3.8 27BQUANT UD-Q4_K_XLCONTEXT 163KVISION mmproj CPU offloadHARNESS homemade / smooth compaction