From first idea to a game worth playing.
By JTT Games is an independent AI game-development research studio. We build our own games, test the tools in public and are shaping a creator pipeline that keeps the human idea in control.
Games in the lab
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Visual study · not gameplayThe Last Light
A cinematic dark-fantasy slice about carrying the last lantern light through a darkness that listens. Runs in the browser on desktop or touch.
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Visual study · not gameplaySignal Coast BMX
A fast, tactile downhill BMX game about reading the line, holding the landing and finding a little style in the space between.
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Visual study · not gameplayIron Rain: Siege of Blackstone
A brutal medieval slasher about weight, timing and the cost of standing in the wrong place when the gates open.
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Visual study · not gameplayNeon Legends
A systems experiment about progression, atmosphere and what makes a small RPG loop worth returning to. The externally hosted build is currently offline.
View the projectThe pipeline we are building
AI should widen the doorway to making games, not hide the work.
The long-term creator workspace will guide a project from a rough idea through design, assets, code, playtesting, release and monetization. Each stage should leave behind something understandable, editable and testable.
Read the research →- 01Shape the ideaTurn a feeling into a focused brief and a first playable goal.
- 02Build the sliceUse AI, tools and assets while keeping decisions and provenance visible.
- 03Play and improveTest the real build, capture what changed and follow the evidence.
- 04Release with contextPublish a complete game page, then learn from the players who find it.
Start with the part that is real today
Make the brief before you make the promise.
The creator flow is an early product concept: choose an asset direction, define the first slice and see how the future workspace could keep every decision together.
Notes from the work
All writing →- One Contract, Every Build: The By JTT Game TemplateWhy every playable build now follows one runtime, input and evidence contract — and what that unlocks for the games made on this platform.
- Building a Cel-Shaded BMX Game: Feel Before FeaturesA development log about downhill readability, landing feedback and finding a visual style that serves the ride.
- Medieval Melee: Weight, Timing and the Readable HitNotes from shaping a medieval slasher around clear intent, impact and recovery instead of animation noise.
By JTT Games
Games are the test.
AI can help with research, engineering, art, QA and production. The standard stays human: does the game feel good, read clearly and earn another minute?
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