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Four English ebooks on AI workflows, model selection, and game engine development for solo creators.
Bought separately
$119.96
$79.99
About the Bundle
Four English ebooks from The One-Person Game Studio: House Rules, Right Model, Right Job, One Key, Every Model, and Engine Room. Explore workflows for directing AI agents, choosing models, managing generation services, and building a game engine. Includes each book in PDF and EPUB.
About the Books
An AI assistant can move quickly and still make every session feel like a restart. You repeat what a sketch means, which service to use, where files belong, and what must be checked, while the work slowly drifts toward the assistant's defaults.
In House Rules, I explain how I give later sessions a durable starting point. Standing rules record what is true in a project. Skills preserve the procedure for recurring jobs. Contracts capture workflows that already worked, including their stages, approvals, file destinations, self-review, and lessons.
The book shows how I layer those documents so every fact has one owner, separate durable procedures from live information, turn review corrections into lasting standards, and keep exceptions dated and narrow. It also covers scoped batch authorization, preflight checks before paid actions, release gates that fail closed, and project hygiene that is part of finishing rather than an afterthought.
No programming background is required. These are plain-language documents for solo developers and creators who direct AI-assisted game work. The rules make the work steadier; they do not approve it. I still inspect the result, maintain the standards, and decide what enters the game.
A popular model is not necessarily the right tool for every game asset. I explain how I define a real job, compare candidate routes, inspect results, and account for the cost of accepted work. Using examples from my own production, I show how I choose a small set of tools and decide when a change is warranted.
Working through one service can make different generators easier to manage, but it does not make their results interchangeable. I explain how I organize access, teach a repeatable workflow, track jobs and their outputs, and preserve settings for a family of assets. The book follows my own experience changing services while keeping the game’s production needs in view.
I explain why I chose to build an engine around the game I want to make, and the responsibilities that come with that choice. Starting with platforms and player experience, I discuss libraries, a playable path, separation of game logic and presentation, timing, and the boundaries that keep a growing project manageable.
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