Mini game · Godot 4 · AI / LLM assisted

A complete casino adventure, built with AI and finished with discipline.

House Rules is a nine-game, four-room experience. Human direction shaped the rules, taste, and release decisions; AI accelerated exploration, implementation, testing, and iteration.

Play money only · No purchases or wagering

House Rules title screen, showing the casino cast around a card table
Release build · v1.0
playable cabinets
9
connected rooms
4
automated tests
573
assertions
124,982

The player experience

One world, nine different games.

The challenge was not simply to make nine mini games. It was to make them feel like one product: a walkable casino, one shared bankroll, one progression arc, consistent controls, and nine distinct visual identities.

Walk to a cabinet. Learn its rules. Carry your progress from table to table. Earn the deed to the House.

The walkable House Rules casino floor with three game cabinets and the shared chip balance
The main floor turns a collection of games into a connected place.

The collection

Nine cabinets. Nine identities.

Familiar casino structures become distinct worlds—from an elven slot and magical vault to tennis Plinko, pirate crash, and a harlequin cluster game.

Elven Court gameplay result screen

Main Floor

Elven Court

A jewel-box three-reel slot with weighted strips and one readable payline.

Blackjack 21 gameplay result screen

Main Floor

Blackjack 21

A complete six-deck table with visible decisions, settlement, and dealer play.

Hexbound Vault gameplay result screen

Main Floor

Hexbound Vault

A risk-and-cash-out game presented as a forbidden magical vault.

Velvet Baccarat gameplay result screen

High Roller Salon

Velvet Baccarat

Punto banco with exact commission rules, card squeeze, and a persistent bead road.

Match Point gameplay result screen

High Roller Salon

Match Point

Tennis-themed Plinko with three risk profiles and live physical feedback.

Corsair’s Reach gameplay result screen

High Roller Salon

Corsair’s Reach

A crash game where a parrot climbs and the player chooses when to haul in.

Ruby Roulette gameplay result screen

VIP Penthouse

Ruby Roulette

Single-zero roulette with keyboard-navigable inside and outside betting.

Texas Hold’em gameplay result screen

VIP Penthouse

Texas Hold’em

Fixed-limit poker against five NPC play styles with full showdown presentation.

Harlequin Masquerade gameplay result screen

VIP Penthouse

Harlequin Masquerade

Cluster pays, tumbles, escalating multipliers, and staged win celebrations.

How the product works

Presentation never decides the payout.

Each cabinet calculates one round result. A single session layer settles it into the shared wallet and save—keeping animation and effects outside the game economy.

  1. 01Player inputKeyboard · Controller · Pointer
  2. 02Cabinet logicRules · RNG · Validation
  3. 03RoundResultTyped settlement boundary
  4. 04Wallet + saveOne shared source of truth

Zero to hero · Build review

Show the decisions, not only the finished screens.

The project moved from a one-line experiment to a release through product rules, reusable code, a traceable art pipeline, and evidence-driven review.

  1. 01IdeaCan AI help one developer ship a cohesive game?
  2. 02ContractNine cabinets, one wallet, keyboard-first controls.
  3. 03SystemsRules and settlement before visual polish.
  4. 04WorldSource art became production-ready rooms and hosts.
  5. 05ReviewAutomated captures turned defects into concrete tasks.
  6. 06ReleaseTests, simulations, documentation, and a public v1.0.

Real implementation excerpt

One guarded path settles every cabinet.

The cabinet session rejects closed, missing, or repeated results before the wallet can change. That small boundary makes nine very different games dependable.

Read cabinet_session.gd
func apply_result(result: RoundResult) -> bool:
    if _is_closed or result == null or _seen_results.has(result):
        return false
    _seen_results[result] = true
    if not Wallet.try_apply(result.stake, result.payout):
        context.balance = Wallet.balance
        return false

One asset, three states

Generate. Prepare. Prove it in the game.

Hexbound Vault’s host shows why a generated image is a starting point—not a shipped asset.

Original generated portrait of the Hexbound Vault sorceress on a gray background
01 · Source Selected generated character direction.
Cleaned transparent production cutout of the Hexbound Vault sorceress
02 · Production Cut out, aligned, compressed, and imported.
Hexbound Vault cabinet with the sorceress integrated beside the playable mine grid
03 · In engine Integrated, focused, captured, and tested.

How it was built

From constraint to public release.

The roadmap documents completed work—not promises. Every stage moved through selection, integration, capture, and review before it became part of the release.

  1. 01

    Define

    Product contract, cabinet rules, progression, and accessibility constraints.

  2. 02

    Prove

    Deterministic game logic, settlement boundaries, and reproducible outcomes.

  3. 03

    Build

    Four layered rooms, nine themed cabinets, hosts, UI systems, and motion.

  4. 04

    Refine

    Automated captures exposed focus, scaling, collision, copy, and composition defects.

  5. 05

    Validate

    Regression suites, million-round simulations, public repository, and MIT release.

The asset system

Built as parts. Read as one world.

Generated and hand-directed source art was cleaned, aligned, converted into reusable production assets, and judged inside the engine—not in isolation.

Environments production asset from House Rules

Environments

Layered 4K rooms with independent foreground, collision, and depth behavior.

Characters production asset from House Rules

Characters

Aligned hosts, staff, reactions, and eight-direction player motion.

Interface kit production asset from House Rules

Interface kit

Reusable panels, buttons, medallions, focus states, and progression pieces.

Playing cards production asset from House Rules

Playing cards

One reusable deck for Blackjack, Baccarat, Roulette presentation, and Hold’em.

Player motion production asset from House Rules

Player motion

Eight-direction movement calibrated to room perspective and painted characters.

Effects & feedback production asset from House Rules

Effects & feedback

Cabinet-specific reveals, wins, tumbles, and reduced-motion alternatives.

Human direction × AI acceleration

Generated work was never treated as finished work.

AI expanded the production surface. Human judgment set the goals, rejected weak output, shaped the systems, and made the final release decisions.

Human

Direction & judgment

  • Product vision and scope
  • Rules and acceptance criteria
  • Visual taste and rejection decisions
  • Accessibility and release gates
BriefReviewIntegrateVerify

AI

Exploration & execution

  • Concept and prompt exploration
  • Implementation support
  • Art and pose generation
  • Test, capture, and documentation iteration

AI accelerated production; it did not replace verification or authorship decisions.

Engineering proof

The polish is visible. The reliability is testable.

The release gate covers deterministic replays, resolution checks, navigation, collision, game math, and long-run simulations. The game runs offline, saves locally, and sends no telemetry.

  • 8 million-round RTP simulations
  • 100k Hold’em hand baseline
  • FHD–UHD layout validation
  • 0 network dependencies at runtime
Casino floor screenshot with navigation collision geometry visualized
The painted room and its tested navigation geometry.

Accessibility is part of the product

Every cabinet works without a pointer.

Keyboard and controller navigation, visible component-contained focus, device-aware prompts, paginated help, minimum target sizes, and reduced-motion behavior share one consistent interaction system.

  • Keyboard
  • Controller
  • Visible focus
  • Reduced motion
  • Adaptive prompts
Main menu with a bright cyan keyboard focus indicator contained inside the selected control
Focus remains visible and contained.
Velvet Baccarat help panel with readable rules and keyboard controls
Rules and controls live inside every cabinet.
The player receiving the House Rules ownership deed at the end of the progression

The outcome

The house is yours.

What began as an AI-building experiment became a complete public v1.0: nine games, four connected rooms, shared progression, reproducible art pipelines, automated captures, and a green release gate.