About
I’m Martin Buur. I love games, and I’ve worked professionally as a software engineer for 15 years. I’ve started a lot of game projects. It was never that I couldn’t make them. I’d hit a roadblock, usually art or sound or some other part I’m not good at, the project would stall, and eventually I’d give up.
AI changed that for me. I can hand off the parts I’m not good at, stay creative on everything else, and make the game I actually want to make. Break for Parts is the first one I’m seeing through.
If you have a game in you, make it. Make a better one than mine. Games aren’t zero-sum: every new one adds variety, and that lifts everyone.
How it’s made
- A custom engine in Rust: wgpu draws it, winit opens the window, egui draws the interface and Rapier handles collisions.
- Claude writes the code. Codex reviews it and builds the 3D models in Blender. I make the design calls and playtest.
- Every sound is synthesized in code. The game ships no recorded audio.
- Characters and most enemies are 3D models generated by Blender Python scripts. The other enemies, weapons and effects are shapes built in Rust.
- Concept art is AI-generated, as a reference for the models. The game does not ship it.
- Bots play the same simulation you do, over many runs, to check balance.
- Tests lay out every screen at every supported screen size, with mouse, touch and controller.
- This site is generated from the game’s code, so its pages match the game.
Credits
- Languages
- Rust, WGSL for the shaders, Python for the Blender models and TypeScript for this site.
- AI
- Claude by Anthropic and Codex by OpenAI.
- Tools
- Blender, Cargo and Git.
- Font
- Barlow Semi Condensed by Jeremy Tribby, under the SIL Open Font License.
- Rust crates
- This site