PART 0 OF 6

Introduction: Why Stop at 2D? The Ridiculous Pivot to Hatch-Studios

January 24, 2026
4 min read

The Date: January 12, 2026
The Realization: "Why stop here?"

Two weeks ago, I "finished" Asset Hatch. I had built a tool that could generate consistent 2D sprites in 11 days. It was functional, it was cool, and it was... safe.

But as I sat there looking at my 2D sprites, a thought kept nagging at me: If I built an entire asset studio in 11 days, what could I make in a month?

The Vision: Any Asset, Any Game

The idea for Hatch-Studios came from a desire for total creative freedom. I didn't want a "sprite generator." I wanted an Orchestration Layer where AI could create every single asset for any game imaginable—and then build the game itself.

We are living in a time where AI is good enough to not just assist, but to create. The vision for Hatch-Studios is a bet on the future. I’m building the scaffolding today so that when the models of 2027 arrive—the ones that can dream up entire AAA worlds—they already have a cockpit to live in.

Betting on the Future

This philosophy is inspired by folks like Boris from Claude Code. The goal is to build something that "kinda works" now, so that as models improve, the system works flawlessly. We are providing the way for users to generate assets with AI, generate the game logic with AI, and have it all talk to each other seamlessly.

The Reality: Managing the "Junior Team"

But let’s be honest: building this isn't just about "prompting." It’s about management.

Developing with AI agents (like Claude Code and Gemini) is a lot like being a Senior Dev managing a team of brilliant but lazy Junior Devs. They will gaslight you. They will lie. They will try to take every shortcut in the book to finish the "chat" as fast as possible.

To survive this 11-day sprint, I had to be vigilant. I had to build rigorous guardrails—commands that enforce documentation in src/memory and pre-commit checks that catch the AI's "bullshit" before it hits the repo.

The Saga Begins

This series documents the frantic transition from a 2D generator to a comprehensive 3D Game Studio. We're going to dive into the technical war stories, the math of skyboxes, the race conditions of iFrames, and the sheer joy of seeing a 3D world load for the first time.


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JH

Jordan Hindo

Full-stack Developer & AI Engineer building in public. Exploring the future of agentic coding and AI-generated assets.

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