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