Shmotime Studio Mode: Building a Game-Like Interface for AI-Generated TV Shows

I’ve been working on schmo time, creating a studio view that makes managing AI-generated shows feel like a game. The interface lets you control everything from actors and locations to viewer polls and social media interactions, with multiple user roles from executive producers to regular viewers.
Forked Lurk Mode Into ‘The Slop Shop’ – AI Haggling Simulation

Today I forked the Lurk Mode Shat Bots into a new standalone experience called The Slop Shop, where players can try to swindle AI bots in a street corner setting filled with junk and opportunities for digital haggling.
OpenJKDF2 Object Inspection, Jedi Highschool Chaos, and Reviving LurkMode Bots

Another productive development session with some fun updates across multiple projects. Added object inspection to OpenJKDF2, spawned movie trailers in Jedi Highschool, and brought back the cameo bots in LurkMode.tv’s Lan Party after converting them from ConvAI to Shmotime.
AArcade: OpenJKDF2 – Next-Level Virtual Spaces with Dynamic Media & Model Spawning

Development update on AArcade: OpenJKDF2, bringing the virtual arcade experience to the Jedi Knight engine with sophisticated model adoption, dynamic media streaming, and GLB file support.
Banished: Building a Complete Game with 100% AI-Generated Code for Vibe Jam 2026

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.
Video Rewind Pilot: Pure AI Video Generation Workflow

Just finished prototyping a pilot for my new show “Video Rewind” using a completely different workflow – pure AI video generation without screenshots. Instead of taking reference shots from Anarchy Arcade, I used straight prompts to generate first frames and alternative camera angles.
Ripping 80 Physical CDs for the Blockbuster Arcade: A Day of Digital Archaeology

Today I spent an entire day digitizing my physical CD collection using a $20 Amazon CD ripper, spawning 80+ albums as vinyl records in my Blockbuster arcade map. From E-40 to Cypress Hill to U2, these MP3s join my local movie collection as obsolete media that perfectly fits the retro arcade aesthetic.
Anarchy Arcade Libretro Overhaul: OpenGL Support and AI-Assisted Development

Over the past few days, I’ve been working with Claude Code Opus 4.6 to significantly improve libretro support in Anarchy Arcade, adding OpenGL context support for hardware-accelerated cores like N64 emulation and implementing modern API handling for better stability.
Blockbuster Anarchy Arcade Performance Optimization & NPC Integration

Major performance improvements to the blockbuster map featuring 1600 videos optimized through area portals and imposters, plus new NPCs and arcade sections to bring the environment to life.
3D Console Box Models and Dynamic Game Cases – My Latest 3DS Max Project

I’ve been working on modeling classic gaming console boxes and creating dynamic game case systems in 3DS Max. Using textures generated in Nano Banana from Google reference images, I’ve created models for Power Glove, SNES, Genesis, N64, and various game boxes that can dynamically display any front-facing box art.