Register and share your invite link to earn from video plays and referrals.

Danny Limanseta
@DannyLimanseta
I make games with AI. Product Designer, Co-founder at Nurture and Reroll.
1.3K Following    34.2K Followers
Now you can explore your very own treehouse in first person view and enjoy the sunset! This is a feature request @CGedtech, who shared Treetop Tales with his students and their top request was this feature. Check out Treetop Tales:
Show more
I have just launched Treetop Tales on Wavedash! If you're like me and have always wanted to own a treehouse, you'll probably like this cosy sandbox game where you can build the treehouse of your dreams. Play now (works on mobile, recommended on desktop) This game has: - Only one thing to do: place a block. Rope bridges, slides and rocket ships appear on their own - 119 secrets to find, from pirate ships to paddling pools with rubber ducks - Watch the sun go down over your treehouse, with lanterns, fireflies and an aurora - Free in your browser, on desktop and phone. No timers, no goals If you've built a treehouse, pls share them in the comments! would love to see it.
Show more
I have just launched Treetop Tales on Wavedash! If you're like me and have always wanted to own a treehouse, you'll probably like this cosy sandbox game where you can build the treehouse of your dreams. Play now (works on mobile, recommended on desktop) This game has: - Only one thing to do: place a block. Rope bridges, slides and rocket ships appear on their own - 119 secrets to find, from pirate ships to paddling pools with rubber ducks - Watch the sun go down over your treehouse, with lanterns, fireflies and an aurora - Free in your browser, on desktop and phone. No timers, no goals If you've built a treehouse, pls share them in the comments! would love to see it.
Show more
This is a great idea.
Starting an AI Games Festival. Consists of every game made in 2027 because everyone uses Claude or Codex now. If during this festival we discover a game uses human generated content we will have no issue with that. Literally all of steam okay.
Show more
WIP of a new sandbox treehouse maker game I'm making. I'm still blown away by how good it looks even in the WIP stage.
Yesterday, my boys and I vibe coded a game together. They tell me what they want in their game and I prompt it into Opus 5.5 to build it. And of course they picked "Zelda Breath of the Wild" inspired game, where they can explore an open world, do dungeon puzzles, fight mini bosses and a final boss. The twist is that the hero holds a giant paintbrush as a weapon, each color had a different attack and effect (red = fire, blue = ice, yellow = bounce, green = vines). And oh they also wanted to fly on the paintbrush. We spent our whole saturday playing and iterating on the game. It was great fun. I told them, the future is all about Imagination, whatever they can imagine, it will be manifested in a digital experience. At the end of the day, the game had: - 2 biomes (1 island and a bunch of floating islands) - Paintbrush-based combat (4 colors representing different effects and mechanics) - 3 dungeons with puzzles - An undeground cave - Unlockable flying paintbrush when you activate 4 crystals around the island - 30+ enemies and elites - 1 giant boss As you can see in the gameplaye video below, its not the most polished video game but it's so satisfying to see my boys getting bewildered when whatever they asked for, the game is built before their eyes. Of all the games I have vibe coded so far, this was the most satisfying because my boys were actively co-creating it and playing it. This is definitely not the last game we're making together, they have already started brainstorming their next game, hint: "Peak with grappling hooks and TNTs." You can play the game here, works only on desktop:
Show more
0
345
4.6K
310
Forward to community
Little Habitats is launched! You can play it on this link below: It's a cosy island builder, inspired by games like Townscaper and Tiny Glade. - Design & create your own island habitat - Attract up to 17 small animals - Discover up to 23 landmarks through interesting tile placements - Uncover 6 wonders and festivities (these are hard to find!) - Invite majestic animal spirits to your island - Share your island with your friends with your own island URLs! Do give it a try! it should work decently on mobile and do share your islands too!
Show more
I'm truly impressed with Opus 5.5. I asked it to visualise Atlantis in ThreeJS for me, and it created a tour around Poseidia, the last surviving island of Atlantis. Sound on 🔊 for full trailer experience. Even this trailer is made by Opus 5.5 as well. I think we’re on the verge of a new type of media: Generative Experiences. The idea is that you can describe a world you have in mind and step into it is pretty incredible. You could explore its cities, meet its inhabitants, discover its stories, and shape what happens next through your own choices. This took Opus 5.5 about two hours to make. But if we extrapolate a year into the future, I can imagine being able to conjure up these kinds of fantastical, immersive experiences within seconds. The possibilities go well beyond gaming. Writers could walk through the worlds they’re building. Children could explore an ancient civilisation and ask questions along the way. Learning could become an experience you actively participate in, with the world responding to what you’re curious about. This is incredibly exciting and I am here for it. You can tour around Poseidia here:
Show more
Well said. All that energy spent on hating and making AI disappear is not constructive at all.
The World is Changing: AI For Creativity By Jeffrey Katzenberg A few months ago, I sat in my office in Silicon Valley and watched as a tech founder showed me something extraordinary. On the screen was a fully realized, beautifully lit, well-composed animated scene. It was stunning and it made me feel exactly what I felt in 1986 watching Luxo Jr. That was the first time I watched a computer-animated 3D character take a breath and seem, against all reason, to have life. It left me in awe. Later that day, I received a text from an artist I've known for thirty years, 350 miles to the south, in the city where I spent most of my career. After seeing a similar video, she texted: "Is this the end of us?" My answer was, "Certainly not.” I have spent the better part of the last decade in Silicon Valley, but the heart of my career has been in Hollywood. Being deeply connected to both worlds means I have deep loyalties to each and a responsibility to speak honestly to both. In 2023, I said that these new AI tools would cut the time and cost of producing world-class animation by as much as ninety percent within three years. Some colleagues were alarmed, many were furious. There is growing fear and resistance surrounding AI within the creative community. I deeply understand it, because I've spent countless hours walking through animation studios watching gifted artists bent over their desks, rebuilding a single second of film for the tenth time because the ninth version wasn't quite right. I've sat in screening rooms where four years of people's labor played out in minutes, and I knew the name of every person that had spent countless hours bringing those images to life. The creative process is a calling, there's really no other way to describe it. From the outside some see resistance. From the inside, it is love. People do not fight this hard for things they don't care about. The pushback coming out of Hollywood represents the collective effort of people who are deeply passionate about their craft. Is History Repeating Itself? The history here is more complicated than either side may realize. In 1906, the most famous composer in America, John Philip Sousa, published an essay titled “The Menace of Mechanical Music." He warned that the phonograph would become "a substitute for human skill, intelligence and soul." Sousa's fight was not really about the machine, it was about money. The machines were playing his compositions, and the men who built them weren't paying him a cent. His campaign helped create the Copyright Act of 1909. He did not stop the technology. He changed the terms under which it could use his work. A hundred years ago, sound came to the movies. We remember it now as a miracle, and it was. What we forget is who paid for it. Before sound, tens of thousands of musicians made their living in the orchestra pits of movie houses, scoring every film live, every night, in towns all over the world. When the soundtrack arrived, the work of one composer and one orchestra was recorded for a film that went into thousands of theaters. The union fought back with everything it had, taking out newspaper ads across the country warning against the menace of "canned music," one of them showing a mechanical man tearing the strings out of a harp while an angel wept. They were not fools, and they were not Luddites. They were right. Those pit jobs did not come back. And yet (this is the part we have to be brave enough to admit), sound gave us the movie musical, the modern score, sfx, sound design, audio engineering, and an art form vastly larger than the one it disrupted. And it helped keep Hollywood in the forefront of world entertainment for the rest of the century and into the next. The loss was real. And yet the art form expanded. This is a story that has been told over and over again. To resist technology is to risk irrelevance. Just look at Kodak or Blockbuster. To embrace technology is to open doors of new possibility. Just consider Apple and Netflix. What I Learned From Walt Disney In the mid-1980s, I was tapped to lead Disney's animation division at a moment when the studio was at an inflection point. Animation wasn't just another business unit. It was the soul of the company, a medium revered because of Walt's genius and his passion. But the production system was cumbersome and unforgiving. A single movie was 125,000 individual hand-drawn and painted cels, photographed one frame at a time. Every revision carried a cost measured in months. These degrees of difficulty shaped the kinds of stories we could tell. We found our way forward in an unexpected place: Walt himself. The Disney archives held astonishing recordings of Walt explaining his creative process. His own writings. His notes and storyboards. Work product captured at every stage of his process. This was truly a gift. Listening, reading, sitting with the work itself, we heard him talk about character, about emotion, about how an audience feels when a character truly comes alive. He talked about making bold choices and refining a scene until it genuinely moved people. We didn't hear a word about pencils or paintbrushes. In fact, Walt was famous for being a technologist, forever hunting for state-of-the-art tools, often inventing them himself to achieve the images he saw in his head. But he never defined animation by the tools. He defined it by whether the audience believed the character. His principles were timeless. The tools were not. That realization changed everything. We co-developed the Computer Animation Production System (CAPS) with a young Northern California company called Pixar, replacing hand-painted cels with CGI. In The Little Mermaid, the final scene shimmered with a dimensionality and light that the old process simply couldn't achieve. In Beauty and the Beast, the ballroom sequence moved with a cinematic sweep that placed the audience inside the emotion of the moment. In Aladdin, the Cave of Wonders felt vast and alive, and the Magic Carpet became an intricate, compelling character all its own. In The Lion King, the stampede carried a scale and intensity that raised the emotional stakes beyond anything we'd done before. Technology didn't diminish the craft, it expanded the canvas. It gave artists more room to create. A decade later, the canvas expanded again. When Disney released Pixar's Toy Story, it wasn't simply a technical milestone. It was proof that a fully computer-animated film could carry real emotional weight, that it could make audiences laugh, cry, and believe. At DreamWorks, we made the difficult decision to sunset hand-drawn animation and become a fully computer-animated studio. It was the right thing to do, but it was not without pain. It cost talented people their place in an industry where they had worked their whole lives. Some made the leap to the new tools and did the finest work of their careers. Some never did. Tools are never the point. The instruments change with every generation. What endures is taste and imagination. The magical ability to make an audience feel. One of the greatest storytellers of our generation, George Lucas, succinctly captured the eternal essence of this issue: “It’s not the how, it’s the why.” A Distinction With a Difference I asked one of the leading AI models a question that has been challenging me for months. What is the difference between reasoning and creating? Its answer changed how I think about almost everything happening in this industry. It said . . . Reasoning and creating are two distinct cognitive modes, though they also work together. Reasoning is fundamentally evaluative and analytical. It operates on what already exists: facts, premises, evidence. It moves toward a conclusion that was in a sense already implied by the input. Reasoning is constrained by logic and truth. Its goal is to arrive somewhere correct, not to invent somewhere new. Creating is fundamentally generative. It produces something that didn't exist before. And crucially, there's no single right answer waiting to be found. A blank page has infinite valid responses. Creation involves choices that can't be fully justified by logic alone. Taste, intuition and vision fill the gap where deduction runs out. Reasoning is what Silicon Valley has been perfecting. Creating is what Hollywood has been practicing for more than a century. AI today operates almost entirely on the reasoning side of the line. It can deduce, evaluate, optimize, and pattern-match brilliantly. And while it can create, there is a real distinction to being creative. What it doesn’t yet have is those things that make us human: empathy, devotion, serendipity, the kind of creativity that comes from a person trying to say something only they could say. When the bot generates a piece of art, it is not trying to communicate anything. It is statistics, not soul; it is emulating things that have been done. By contrast, human creativity isn’t about repeating patterns of zeros and ones; it is about doing something new. One day, AI may close this gap. Three years ago, the leaders building AI would have called what they are achieving today, improbable, if not impossible. Impossible is no longer improbable. Today, the line between reasoning and creating is real. Even the leading technologists acknowledge we are not there yet. There is no scientific path to crossing this divide that anyone in the field can articulate today. Understanding that gap is where we will find common ground. A Path Forward In 2016, I closed one chapter in Hollywood with the sale of DreamWorks and opened another in Northern California, co-founding WndrCo. We’ve backed more than 50 founders building the next generation of technology and watched how breakthroughs in Silicon Valley emerge, first as experiments, then as platforms, and finally as infrastructure that reshapes entire industries. It's worth remembering that the last great revolution in animation also came from the north. Pixar was a Northern California company, forged not in the conventions of the Hollywood studio system, but in the technological breakthroughs of Silicon Valley. I've spent years on both sides of this bridge. For sure, I don’t have all the answers (take Quibi, for one!). But, from my past and present vantage points of my long career, here is what I see . . . Brilliant people in Northern California building this technology have made something extraordinary. They have earned the right for the rest of us to be, if not believers, at least optimistic that what comes next will be remarkable. But they have not made an artist. The tools are powerful, but they are not what makes a story matter. That knowledge lives 350 miles to the south, inside people whose life's work has informed the very models you are building. The right path forward includes them by design, with credit, with consent, and with compensation. Build this with the storytellers. Not on top of them. Taste is not something that can be synthesized, it is uniquely human. At the same time, Hollywood needs to accept that AI is not going away. The energy they are spending trying to make it disappear is energy they are not spending deciding the terms on which it will exist. And the terms are everything. The north needs something from it that they cannot build and cannot buy: creativity. The kind that takes a blank page and conjures a single right answer where there was none and has held audiences for a century. Without it, the most powerful reasoning engine ever invented will still be missing the only thing that makes a story worth telling. The artists who learn to wield these new instruments will do things the engineers never dreamed of. They always have. Edison invented the motion picture but made terrible movies. It took Chaplin, Lloyd, Keaton and so many others to make movies emotional. Now, the canvas is about to expand yet again. We should decide now that we intend to paint on it. There are so many valuable lessons in history. This has happened many times before, and it was never settled by the technology. It was settled by the terms. Sousa did not stop the phonograph; he helped write the law that made sure composers got paid. And two years ago, when the writers and the actors walked out, they were fighting for the very things Sousa was fighting for in 1906. Consent, compensation, the basic recognition that human creative work has a price that must be paid. The terms of that fight are still being negotiated, but the principle is older than any of us. The tools-versus-no-tools argument is a trap. First, we must all agree that there should be terms. Then we can have the crucial debate about what fairness requires. What I Learned From Steve Jobs Years ago, Steve Jobs said, "It's in Apple's DNA that technology alone is not enough. It's technology married with the liberal arts, married with the humanities, that yields us the result that makes our hearts sing." He was describing a device. But he could just as easily have been describing this tale of two cities. What I See Coming Soon As the barriers and the costs come down, more films will get made, not fewer. Studios will get to take more risks. There will be more seats at the table, and very soon entirely new forms of storytelling. In the 1980s, animation was dismissed as a niche corner of the business. Today it is one of the most beloved and profitable forms of storytelling in the world. In live action, filmmakers like Steven Spielberg, James Cameron and Peter Jackson embraced new visual tools not as shortcuts, but as instruments, and expanded cinema in the process. Every time storytelling has met a genuine technological shift, from synchronized sound to color to computer animation, it has redefined the boundaries of the medium and grown larger in the process. Assuredly, I don’t have all the answers, but I am confident that the creative opportunities will expand yet again. How we come through this is a choice. The north has the new tools. The south has the creative soul. The best future will draw on the best of both worlds.
Show more
Having a lot of fun making this retro Japanese-style survivor-like game where you grow from a tiny kaiju into a massive monster, destroying buildings and fighting the military robots and other creatures along the way. I vibe coded this in just over 2 weeks, and it comes with 4 different kaiju to unlock, 3 different biomes, and hundreds of upgrade options. I'm currently playtesting the game. Once it's ready, I'll post it on Wavedash!
Show more
0
109
1.1K
60
Forward to community
We’re all from the same source. Woven from the same fabric of consciousness. Fractally expressed through infinite souls, each finding its way back into remembrance.
I suggest that for any future frontier model releases, we lead the announcement with safety and alignment first before talking about the evals and make this an industry norm.
Last month I wrote about how we can build a positive and safe future for everyone: Every lab has the responsibility and incentive to move at the pace required to train its models safely, and the ability to take its own actions to ensure that happens. The reality is: - People won't want to use agents that are misaligned with them and that don't do what they ask, so labs have a strong natural incentive to make their models more aligned. There is a lot of debate about slowing progress on capabilities until alignment catches up. My view is that trust and alignment are quickly becoming the most important capabilities that will differentiate agents and models. Any lab that doesn't focus on alignment will fall behind. - Labs face significant liability if their models cause harm, so they have a strong incentive to prevent this as well. Meta delayed shipping Muse for several months to focus on safety and security. We didn't call for everyone else to do this before we would. We just did it as part of our day-to-day work because it was clearly the right thing for people and for us. I'm proud of the security foundations we've built. - Engaging independent evaluators and advisors is industry best practice. MSL already does this today in several areas because it helps produce better work. Other labs can just do this too. In general, it would be helpful for there to be a larger and more diverse ecosystem of evaluators. - Committing the significant majority of compute towards serving people rather than racing towards recursive self-improvement is one of the best ways to ensure we develop this technology safely. Meta has made this commitment and other labs can do this as well. I believe the key to building a positive future for everyone is maintaining the right balance of power. This is within our power to do.
Show more
Looks like we might have a solution for a playtester AI agent that can play fast-reflexes games like Doom. If true, this is incredible.
We love how this doomo doomonstrates real-time intelligence and what can be doone with code + AI! ~10 calls/sec = ~$7/hour
Some environment shots of the Assassin Mage + Hexen game I'm making. All of the 3D models were made with Tripo3D, their smart mesh feature is pretty good at generating game-friendly poly count models that looks good.
Show more
I did a deep dive on AI 2027 and watched Joe Rogan’s latest podcast with Daniel Kokotajlo, co-author of AI 2027, and yeah, I can see why there is a potential risk of rogue AI if all the frontier AI companies keep pushing capabilities at all costs. The crucial point is when AI becomes capable enough that we can no longer reliably understand, monitor or predict what it is doing internally. That’s when the risk starts to feel much more real. It seems like AI alignment and our ability to understand these models need to keep pace with capability advancements. The tricky part is that all the frontier companies are in a race to win. Even if every company cares about safety, slowing down individually could mean falling behind everyone else. So this feels less like just an AI alignment problem and increasingly like a game theory problem too.
Show more
We Must Pace the Frontier: I’ve written a new essay on why the AI industry should slow down, with a three-part plan for doing so. Anthropic is unilaterally committing to the first of these steps. We’ll provide third-party evaluators with permanent, employee-level access to our systems, so that they can verify adherence to our safety measures, report on incidents, and assess models’ alignment during training. You can read the full post here:
Show more
1.5 day later.
Here’s a quick prototype I’ve been building since yesterday. You play as an assassin mage who uses spells to navigate a vertical, Only Up-inspired world and assassinate a target waiting at the summit. It’s like Hexen meets Dishonored, with a lot more climbing. It already feels pretty fun!
Show more
Incentives drive behaviour. Performance-linked pay for political officeholders works. "Not to sound like a broken record, but Singapore's model is extremely reasonable: 35% of ministerial pay is variable. The National Bonus, as it's called, is set by four indicators: real median income growth, real income growth of the bottom 20%, unemployment, and real GDP growth."
Show more
Singapore's Prime Minister will earn S$3.6M a year from October 15th. That's about $2.84M, equal to a 64% raise. Before someone feels outraged by that, let me remind that this was Lee Kuan Yew's recipe to avoid corruption. The logic was simple. If you pay ministers at market rate, nobody needs to buy them. Personally, I've never understood why, to be an accountant reviewing and filing accounts with the State, you need a degree, exams passed, continuous education etc. To run the State itself: nothing. Doesn't make too much sense, no? Not to sound like a broken record, but Singapore's model is extremely reasonable: 35% of ministerial pay is variable. The National Bonus, as it's called, is set by four indicators: real median income growth, real income growth of the bottom 20%, unemployment, and real GDP growth. So their pay is tied to how the country actually performs. Not to how well they campaign.
Show more
The thing about all this AI doomerism is that I haven’t heard a single specific hypothetical scenario (played out step-by-step with no logical leaps), in which AI can cause the end of the world.
Jacob Coxon, ex-Anthropic whose AI-doom-post went viral (143 million impressions after 24 hours) said on Fox News: "We know how to control nuclear weapons... We don't yet know how to control AI." and "possibly the most dangerous technology that humanity has ever created." That's one of the most dooming statements I've heard in a long time. And as a former Anthropic employee, it's obviously a huge burden for their IPO. As I said yesterday: without good and valid arguments for the fear-mongering, I cannot take it seriously.
Show more
0
453
530
28
Forward to community
I've been testing out Astra for a couple days now and it's really an impressive model. The biggest thing for me is that it gets what I want and is able to execute it pretty well, especially when it comes to spatial visual capabilities, like animation, motion, VFX, etc. The only thing is that it eats up tokens for breakfast. My weekly usage limit is gone in 1 day and I had to use a reset. I'm excited to see more "Astra-class" models coming into play. I can foresee a future where we will simply imagine a game we want to play, and we will be able to play it. Personalised gaming experiences might be a thing.
Show more
Here’s a quick prototype I’ve been building since yesterday. You play as an assassin mage who uses spells to navigate a vertical, Only Up-inspired world and assassinate a target waiting at the summit. It’s like Hexen meets Dishonored, with a lot more climbing. It already feels pretty fun!
Show more