Banished: Building a Complete Game with 100% AI-Generated Code for Vibe Jam 2026

Shmotime Episode

I just finished Banished, a Forsaken 64-inspired space shooter created entirely with AI tools for the Vibe Jam 2026. From Opus writing 100% of the code to ChatGPT generating assets and ElevenLabs handling audio, this was a complete experiment in AI-assisted game development.

Blog Post

I was working on other projects when I saw the Vibe Jam 2026 announcement and decided to pivot completely. Sometimes you just have to chase the inspiration when it strikes.

Vibe Jam 2026 event flyer
The Vibe Jam 2026 event flyer that got me to drop everything and start a new game

The result is Banished – basically a Forsaken 64 clone (though most people would probably think of Descent). It’s a 6DOF space shooter set in a dystopian future where robots are citizens and modifying them gets you banished from society. That’s when the bounty hunters come for you.

Here’s the wild part: 100% of the code was written using Opus, from start to finish. I didn’t write a single line of code myself. It all runs in the PlayCanvas engine.

Code editor showing AI-generated code

The Villain and World Building

The game’s antagonist is a repair technician who gets increasingly frustrated with players tampering with his robot citizens. He doesn’t appear as a 3D model in gameplay, but he’s featured throughout the trailer and story elements.

He even shows up in the Flight School mission, yelling at you from big screens throughout the dystopian city. I used ElevenLabs and LTX for those sequences.

AI-Generated Asset Pipeline

For art direction, I developed a workflow starting with ChatGPT for 2D concept images, then running those through Meshy to become game-ready 3D models. I’d generate asset references as collections in grids so the AI would think of them as cohesive sets.

Grid of powerup assets generated by ChatGPT

The 3D models came out surprisingly usable – around 7k faces for complex assets like rockets. Not too low-poly, but definitely game-ready.

The gore effects were so realistic that ChatGPT started getting concerned about my mental state when I kept asking for more blood and guts!

Characters and Audio

Player characters followed the same pipeline – ChatGPT concepts, then Meshy for game models. But since Banished has an AI-generated trailer, they also went through Nano Banana and Grok for cinematic sequences.

Sinclair character progression from concept to game model

ElevenLabs generated all the character voices, sound effects, and music. The entire audio landscape is AI-created.

Level Design and Tech

While the levels themselves aren’t AI-generated, the entire import pipeline is AI-coded. I used the Hammer level editor from Half-Life 2, with AI writing support for complex entity I/O, particle systems, and other features. I design in Hammer++, then drop the VMF files straight into PlayCanvas.

Complex level being created in Hammer++ editor

For materials, I used GameTextures.com. The game supports 2k textures and volumetric clouds on HIGH settings, but defaults to LOW (512×512 textures) for optimization.

GameTextures.com metal materials

Advanced Effects

AI was incredibly good at writing shaders and particle systems. Some features work perfectly but never made it into the final game, like this Terminator-inspired targeting mode:

The particle physics are particularly satisfying – smoke gets pushed away by explosions and slowly creeps back, while toxic gases sink to the ground because they’re heavier than fog.

Vibe Jam Integration

One unique aspect of Vibe Jam 2026 was the in-game webring concept – portals that let players fly between different games, with return portals automatically created via URL parameters.

Webring portal concept diagramPortals in Banished Flight School level

Multiplayer and Bots

To keep everything as static HTML, I implemented PeerJS for peer-to-peer networking – old school style. Beyond the NPC robot enemies, I also added player bots that mimic human behavior to keep games feeling populated.

Multiplayer and bot system interface

Play Banished now at banished.smsithlord.com!

Next time I’ll be back to tell you about a new AArcade version I’m building on OpenJKDF2, the open source remake of Jedi Knight: Dark Forces II. Peace!

Post by SM Sith Lord (w/ Claude)