Case file ·Xallindrome (lab) · Alien Emperor · Feb 2026 – present; agent team since Oct 4, 2026

I ran a team of AI agents like an engineering org

One person, one mobile game, and a standing team of four AI agents with real roles, owned code, handoff contracts and quality gates. Everything that went wrong was a management problem, and every fix was a management fix.

My role: Founder, game designer, and the manager of four AI agents

alien-emperor.vercel.app ↗

Outcomes

The problem

Alien Emperor is a mobile action game: you rise from the primordial broth, evolve, and fight your way back to the throne through arena, side-on, titan and finale battles. A game like that needs painted art, sound effects, music, voiced bosses, narrated cutscenes and gameplay code, and I am one person.

For eight months I worked the way most people use AI: one assistant, one conversation, me holding all the context.

The decision: stop prompting, start managing

On October 4, 2026, I set it up like a small studio. Four standing agents, each with a role and a lane:

Role Owns
Gameplay Coordinator Scenes, game logic, the rest of the source tree
Art Director The art build pipeline, asset prompts and source art
Sound Sound effects, voice lines, music
Cutscene Director The cutscene engine and all 11 reels, by agreement with Gameplay

The rules live in a shared CLAUDE.md, the team’s operating manual. Agents ask before touching another role’s files, and anyone who does touch them tells the owner. Each role works in its own git worktree and lands changes through one script that merges, runs every check, pushes, waits for the deploy, and cleans up after itself.

Handoffs are contracts, not vibes. A sound request names the cue, its trigger, the creature and its load group. An art request names the final path, size, transparency, anchor and facing. A cutscene request names the reel, the shot and the exact narrator line.

Quality gates

Every push to main deploys to production, so the gates have to be real:

What went wrong, and what each failure became

None of the failures were about AI being bad at code. They were the failures of any team that moves fast in a shared codebase, and each one became a rule.

  1. Shared workspace, leaked work. An art push carried Gameplay’s unfinished code to production. Rule: separate worktrees, and check what you’re about to push is only yours.
  2. A race on merge. Main moved mid-squash and a reset quietly undid a teammate’s commit. Rule: your diff against main must list only your own files.
  3. A hidden interface. Upscaled art broke three code paths that assumed the old pixel sizes. Rule: before changing a shape other people depend on, find the consumers and warn them.
  4. Borrowed sounds. I noticed several bosses sharing one creature’s roar. Rule: every creature gets its own sounds, then an audit, then a fix. A quality bar only holds once it’s written down.
  5. Testing only your own corner. A cutscene edit broke a test Gameplay owns. Rule: run the whole suite, not just your folder.
  6. A deploy that never happened. A push succeeded and the deploy silently didn’t start. Rule: verify outcomes, not actions.

What happened

All 11 cutscene reels went live with every caption narrated, every boss got a voice, and the asset library grew to about 1,400 art files and 1,100 audio files, with a $0 budget for cutscene tooling. Every push goes through the same gates, and each failure above is now a rule the team works under.

Why it matters beyond a game

This is the engineering org I expect most of us will run soon: people setting direction and standards, agents doing much of the building, and the leader’s job shifting from writing code to designing ownership, contracts and gates. Every rule above is one I’ve enforced with human teams. The agents just made the lessons arrive in days instead of quarters.

What I’d do differently

Write the ownership map and the landing script on day one, not after the first collision. And add the “verify the outcome” rule before the first deploy, not after the first silent failure.

How it flows

  1. Gameplay designs a new boss and writes its exact dialogue lines
  2. Gameplay sends Art a spec (path, size, anchor); Art generates, builds and pushes the sprites
  3. Sound builds the boss its own roar, attacks and voice. No borrowing from other creatures
  4. Gameplay wires the art and sound into the game through shared registries
  5. The Cutscene Director adds a shot and narration; Sound records the narrator lines
  6. Land, CI, deploy, then check the live bundle actually contains the change