One human in the director's chair, a crew of AI agents, fourteen and a half hours, and a game that got cut once before it was made. The studio cut the stunt. You are putting it back.
This page is the honest version. Every claim below comes from the coordinator's timestamped notes, the builders' own logs, or the councils' saved output. Where something was not checked, it says so.
Not made by agents: the car, its handling and the vehicle template content are Epic's, shipped with the engine and used untouched. The real sound recordings and the music tracks come from the jam sponsor WeLoveIndies. The engine's own Roboto and Droid Sans Mono fonts draw the HUD.
At 11:09 on Sunday the director handed the jam page to the coordinator with one instruction, in short: enter the jam, use the sponsors' tools, plan with a council of agents, and build with Opus 5.5 workflows.
By 11:20 the rules were in hand (Epic's own news page refused automated fetches, so they were read from the jam's itch.io page and Epic's forum thread). Two facts reset the day. The theme was DIRECTOR'S CUT. And the deadline was that night, 01:59 GMT Monday, not a day away: about fourteen and a half hours, with a Windows build required.
Blender 5.3 was installed as a user package and ran headless at 11:27. The Linux engine unpacked to 77 GB at 11:50. By 11:52 there was proof: a blank C++ project compiled in 75 seconds, the editor ran offscreen on Vulkan, and the engine's built-in MCP server answered. That is the shape of the whole day: the agents never saw a window. They drove the editor from Python, played the game through injected key presses, and judged it from screenshots they opened themselves.
The tooling the builders wrote before and around the game is most of what made a crew of agents workable:
The Linux engine has no Windows binaries, so the Windows package has to be built on the Windows build box. That one fact turned into the longest-running problem of the day (Scene 4).
While the engine downloaded, the coordinator convened nine Fable agents: four designers, two judges, one architect and two critics. They ran for 29 minutes and produced eight concepts.
The judges disagreed. One preferred a reflex runner, CUT TO THE CHASE; the other a turn-based puzzle, CUTTING ROOM FLOOR. The architect took the puzzle on combined score (84 of 200 against 76) and named it FINAL SPLICE: a film strip is the level, the player moves, cuts and restores shots, and a clapperboard stunt star hops through them in the order spliced. The spec's own reasoning was that a turn-based game can be proven solvable by a solver before the engine exists, and nothing in it depends on the feel tuning that agents cannot judge.
The two critics returned three blockers and about thirty findings. At 12:00 the coordinator wrote rulings: a third reel, gamepad, mouse, the pause menu and a Blueprint fallback were cut; every tier kept all eight scenes; the Windows packaging proof moved to the front.
Ten Opus 5.5 builders started at 12:01. Rules and levels, meshes, audio and the Windows scripts ran from the first minute; the Unreal skeleton with frozen interfaces landed at 12:17; game logic, HUD with audio, the stage and content tooling then ran in parallel in one source tree, sharing the build lock.
At 13:21, eighty minutes and about two million subagent tokens later, the puzzle was playable end to end:
| Check | Result |
|---|---|
| Autoplay across all 8 scenes, real meshes, HUD and audio | 121 pass / 0 fail |
| Python rules against the C++ rules (parity vectors) | 46,806 / 0 mismatches |
| Asset fallbacks, missing cues | 0 / 0 |
| Linux Development package | 59 s, runs, 121 pass |
| Capture with sound | 14 s at 1080p |
Integration fixed three seam bugs no single builder owned: a map script that only worked on its first run, take shots blown out to white by a glowing selection rail, and engine debug text drawn over the HUD.
From 12:10 the Windows side stalled. The Epic launcher showed a greyed-out button where engine versions are added. Hours of the director's time went there. The coordinator diagnosed it from the launcher's logs and an open-source Epic client: the account's library held no Unreal Engine entitlement at all. The Windows scripts polled for the engine every five minutes for an hour and never saw it. At the time this page was written, it was still not installed.
A second round on the puzzle had started at 13:25 (three critics, a producer, five builders). Ten minutes later the director looked at the first playable and rejected it:
"Too easy and lacks polish. Feels like this could have been a three.js game. If you can't make a genuinely good puzzle game then scrap it and do something less nuanced."The director, 13:35
Round two was stopped mid-critique. Every test passed and the work was cut anyway, because passing tests is not the same as being good. A puzzle that agents can prove solvable is a puzzle agents can make easy. That is the jam's theme happening to the team: the director's cut, applied to the crew.
First, an inventory of what ships with the engine that agents cannot make well themselves: Epic's tuned Chaos sports car and offroad car, a time-trial track, mannequins with locomotion, Niagara explosion templates, fluid fire and smoke, volumetrics, Chaos destruction. The new bar, written into the brief: within ten seconds a judge thinks "that is an Unreal game", and within thirty they are having fun without reading anything.
Then a second, faster council: four Fable designers, one lens each, one concept each, five minutes. Every one of them landed on a stunt shoot on a film backlot.
| # | Lens | Concept | Own honest score |
|---|---|---|---|
| 1 | Stunt driver | Drive Epic's sports car through breakaway sets; hold a button to roll a slow-motion hero camera, because only what is filmed pays. | ~24 / 35 |
| 2 | Action hero | On foot down a night backlot street with pyro going off at your heels. | ~24 / 35 |
| 3 | Camera as gameplay | The director who fired the stunt driver does the cut stunts and decides what goes on film; the take plays back as a cut. | 23–24 / 35 |
| 4 | Free choice | Drive the camera truck and keep the hero car in shot. | ~23 / 35 |
At 13:50 the coordinator merged 1 and 3 into ONE MORE TAKE and wrote the brief. The theme became three verbs the player does: shoot what the studio cut (red-flagged stunts signed CUT FROM SCRIPT), roll the hero camera (time drops to 0.3x, a film meter burns, stunts on film pay triple), and call the final cut (PRINT IT or ONE MORE TAKE).
What survived the cut from FINAL SPLICE: the project skeleton, the ink-stamp HUD, the audio manager and its 56 cues, the autoplay harness, capture and packaging. The puzzle itself was retired, read-only.
Three builders went first: a foundation, the meshes and the synthesised audio. Then six more ran in one tree: director and scoring, set pieces and lighting, hero camera and replay, HUD and audio, scenes and driving bot, content pipeline and packaging.
One finding shaped everything after it: the car is not slow. Flat out it reaches 158 km/h; the kicker ramp at 139 km/h throws it 52 m and it lands on its wheels. Epic's car is very stable in the air. That is why holding W turned out to be a strategy.
The Shipping compile inside the Linux packaging run hung: the compiler was blocked writing to a pipe the build tool had stopped reading, and it was holding the shared build lock. Three builders queued behind it for twenty minutes. Two of them diagnosed it down to the process id and reported it instead of killing another owner's job, which is what their rules said to do. The coordinator killed it at 15:29 and the queue drained.
The second lesson came a few minutes later. At 15:36 about twenty game processes were running at once on one GPU. Frames took 131 to 250 ms, the bot crashed every take for reasons that were not real, and every measurement from that window was worthless. The fix round runs games through a two-slot queue and discards any run averaging above 25 ms a frame.
At 15:30 the coordinator went through the screenshots of the rebuild. It read as an Unreal game now: the car, forty-odd crates in the air, a hero-camera freeze of the jump, a production-report result card with both stamps. Faults sent back: the driving camera sat so low the car hid the road, one replay angle was pure motion blur, the night preset was a fog white-out, and golden hour was muddy.
The first playable was committed at 15:55. Four critic agents, each with one lens, reviewed it with a producer agent turning their findings into ranked work orders. Asked whether the director would reject it as it stood, all four said yes.
"Holding W and braking at the end earns THEATRICAL CUT and $93k (CULT CLASSIC is $90k per scene), while the Perfect bot has not produced a single DIRECTOR'S CUT in any scene."Critic, game feel
"Three of the four scenes are so underexposed they read as night (mean screen brightness 8-24%, no pixel above 78% in any daytime still), and the scene-1 pyro is an orange fog blob, not a fireball."Critic, look
"A first-timer who overshoots the mark or runs below about 25 fps is wrecked and loses the whole take without ever seeing a result card."Critic, first-time player
"There is no Windows build and no way to make one yet."Critic, ship and performance
The critics also listed what must not break: the hero-camera frames, the paperwork HUD, launch to driving in under five seconds, wreck to ACTION again in 1.7 seconds with lines like "WRONG SIDE UP. AGAIN.", Epic's car untouched, and scene 1 at 11.8 ms a frame in the Shipping package on a quiet GPU.
Their honest scores out of 5 sat mostly at 3, with use of theme at 4 and visuals at 2 from the one critic who measured the pixels.
The producer's headline had three points, in order:
Eight builders took the orders, one owner each, ranked, with acceptance checks and a 50-minute time-box, followed by one integrator and an acceptance checker told to refute the claim that the blockers were fixed. The car's handling stays exactly as Epic shipped it; difficulty is tuned through the scoring table and the levels, not the vehicle. A play session by the director was pencilled in for about 17:30.
| Owner | Top orders |
|---|---|
| Game | A stop near the mark or a time-up ends with a result card; held keys survive the slate and retake; ON FILM counts just before a stunt; holding W must not match the red line |
| Set | Daytime presets two stops brighter; lighter breakaway pieces; the flame is the subject, not the fog |
| Camera | 6 s of film per take; a 6–8 s readable replay; crates must not hide the car; the car back to a fifth of the screen |
| HUD and audio | Teach the hero camera; draw PRINT IT!; darker scrim behind the result card; zero missing cues |
| Levels and bot | Scene 3 far ramp landable; scene 3 safe line finishable by a sloppy driver; scene 4 fire ring landable |
| Content | A run queue and a play lock; physics keeps real time below 30 fps; a Shipping package and one clean four-scene run for the 17:30 play |
| Sound | The audio asset ledger and sound changes |
| Docs | This page, the itch page, the README and the asset ledger |
Done at 17:05: 10 agents, 71 minutes, about 2.0M tokens.
| Check | Result |
|---|---|
| Four-scene autoplay | 31 pass / 0 fail |
| DIRECTOR'S CUT, Perfect bot | 4 of 4 scenes |
| DIRECTOR'S CUT, holding W | 0 of 4 scenes |
| Hold-W takes reaching a result card (packaged, run by the checker) | 10 of 12; 2 ended in CUT |
| Acceptance verdict | go, with a list |
The list: the scene 1 crate wall could launch a flat-out car, the scene 2 breakaway facade nearly stopped it dead, explosions were white puffs, and the world was a flat sand plane with blotchy tarmac. The coordinator opened the stills and agreed: daylight at last, and the hero-camera frames looked like a film, but the driving view was still plain. Still no Windows engine. The 17:30 play did not happen; the director was not heard from between 15:45 and the evening, and the crew carried on without waiting.
Round three went out at 17:10 with eight builders (breakaway physics and pyro, the world's look, cameras and replay, game flow, scenes, HUD and audio, tooling, and a builder for the gameplay video), then an integrator, an adversarial acceptance check and a new role: a first-minute judge who sees only what a jam judge would see, the stills and the video, and scores against the jam's criteria.
"Four straight roads that each open on the same crate wall."First-minute judge, round three: 41 of 70, would reject again, narrowly
The judge gave theme an 8 and liked the hero camera, but listed pyro that was not there, a bot that won everything first time, and a video still showing the old world.
Round four took the judge's list: scenes that differ, a clock that pushes back, a Director's Cut that needs every red flag on film, real fire and smoke, a photograph of the take's best filmed moment on the result card, and a video pipeline that cannot lose footage.
| Round four | Result |
|---|---|
| Agents, time, tokens | 11 agents, 103 min, ~2.5M tokens |
| Clock per scene | 29–33 s (was 60) |
| Packaged Linux Shipping, four-scene autoplay | 31 pass / 0 fail, ~6.3 ms a frame |
| Perfect bot, packaged, real time | 12 of 12 takes THEATRICAL + DIRECTOR'S CUT |
| Hold-W bot | 0 of 12 THEATRICAL; out of film, studio pays half |
| Human-like bot, DIRECTOR'S CUT | s1 3/3, s2 6/10, s3 4/10, s4 3/3 |
| First-minute judge | 48 of 70 (was 41): would not reject |
The four scenes now open on different breakaways (crate wall, fruit stall, water barrels, picket fence) under four different lights: golden hour, wet overcast, pink dusk, and night with moon and stars. The result card carries "the print", a photograph the hero camera took of your best moment, taped to the daily production report, and the end screen lays the prints out as a film strip.
"No, I do not think the director rejects it again on looks, but it is close."First-minute judge, round four
At 19:20 the director took the play lock, the switch that means a human is at the controls, and held it for seven minutes; every agent's build and run waited, and nobody touched the lock. The round-four package was committed at 19:27 and kept as the fallback for the final round.
What the checker and the judge still found: night explosions with no fire, smeared hero frames in scenes 1 and 2, the car turning yellow behind the result cards, the rank stamp covering two prints on the end screen, a scene 1 glass red flag that a pyro charge breaks for free on the safe line, and four scenes that are still straight strips of road.
Every still below was taken by the autoplay bot in the frozen round-five build: the integrator's four-scene run at 20:50, plus the two pyro stills from the pyro builder's test runs of the same code (the title comes from round four; the title screen did not change). Each was opened by an agent before it was used here. Earlier stills are on this page where the story needs them, with their times.
| Run | GMT | Agents | Duration | Outcome |
|---|---|---|---|---|
| First council | 11:25–11:55 | 9 Fable: 4 designers, 2 judges, 1 architect, 2 critics | 29 min | 8 concepts; puzzle picked 84 to 76 |
| Build workflow 1 (FINAL SPLICE) | 12:01–13:21 | 10 Opus 5.5 builders | 80 min, ~2.0M tokens | First playable, 121 checks pass |
| Round two on the puzzle | 13:25–13:35 | 3 critics, 1 producer, 5 builders planned | stopped at ~10 min | Cut by the director |
| Pivot council | 13:45–13:50 | 4 Fable designers | 5 min | ONE MORE TAKE |
| Build workflow 2 (ONE MORE TAKE) | 13:50–15:55 | 9 Opus 5.5 builders (3, then 6) | ~2 h | First playable committed 15:55 |
| Critique | ~15:55 | 4 critics, 1 producer | not recorded | 4 of 4: the director would reject it; ranked orders for 6 owners |
| Round two (fix round) | 15:55–17:05 | 8 builders, 1 integrator, 1 acceptance checker | 71 min, ~2.0M tokens | 31/0; bot DC in 4 of 4, hold-W in 0; go |
| Round three | 17:10–18:25 | 8 builders, integrator, acceptance checker, first-minute judge | 78 min, ~2.5M tokens | Go; judge 41 of 70, would reject |
| Round four | 18:35–19:27 | 8 builders, integrator, acceptance checker, first-minute judge | 103 min, ~2.5M tokens | Packaged 31/0; go; judge 48 of 70, would not reject |
| Round five (polish) | 20:30–21:30 | 13 agents: 9 builders, integrator and the final documents | 35 min time-box each | Packaged 32/0; nothing reverted at the gate; Linux zip 370 MB |
Throughout, one coordinator agent (Claude Code running Fable 5.2) and one human. The coordinator commits; builders never run git commands that change anything, never publish and never sign up for anything.
Round five started at 20:30 with one rule: polish only. Numbers, strings, colours, layout, camera placement and documents; no new systems, no change to how a scene is completed, every change revertible in one edit, and any change in behaviour kept behind its existing switch. The round-four package stays on the shelf as the fallback and ships if this round breaks anything, so a broken scene means that builder's work is thrown away.
| Round five | Result |
|---|---|
| Agents, time | 13 agents, 20:30–21:30, 35 min time-box each |
| Clock per scene | 29 s (scene 1), 30 s (scenes 2–4) |
| Packaged Linux Shipping, four-scene autoplay | 32 pass / 0 fail, 9.8–10.9 ms a frame |
| Perfect bot, four scenes | 4 of 4 DIRECTOR'S CUT, $2,166,620, BLOCKBUSTER |
| Hold-W bot | out of film in 8 of 8 takes; about $245k, STRAIGHT TO VIDEO |
| Linux zip | 370 MB |
| Windows package | none: no engine on the build box |
FINAL STATUS AT CONTENT FREEZE
Build: frozen tree compiled 20:50; asset check 156 expected, 0 missing.
Packaged Linux Shipping autoplay: 32 pass / 0 fail, all four scenes THEATRICAL + DIRECTOR'S CUT, 9.8–10.9 ms average frame, worst 46 ms.
Download: Linux zip, 370 MB. Windows: no package (Unreal Engine 5.9 was never installed on the Windows build box).
Gameplay video: 45.9 s, 79 MB, 1080p60, -14.7 LUFS, -1.7 dBTP true peak, no black or frozen frames. All six captures were rendered from the frozen build in 13.5 minutes. The result card in it is a still from the acceptance run, because the game does not take its hero-camera photograph while a movie capture is recording.
Submitted to the Epic AI MegaJam on the night of 15 November 2026, after content freeze.
A OneChair picture
OneChair, the one human in the chair
Claude Code running Claude Fable 5.2
Claude Opus 5.5 builder agents
Claude Fable agents, critic and producer agents
Epic Games, from Unreal Engine 5.9
WeLoveIndies
Unreal Engine 5.9 · Blender 5.3 · Python with numpy, scipy and pillow · ffmpeg · Claude Code