đź”´LIVE: The new Claude Code plugins are incredible...
TL;DR
Anthropic’s new Blender plugin let Alex go from “zero artistic skills” to a working 3D shooter in one stream — using Claude Desktop + Blender MCP, he generated a humanoid player, rigged animations, swapped in goblin enemies, added an AK-47, burger loot, and even ragdoll physics inside a simple localhost game.
The biggest unlock is creative leverage, not polish — Alex keeps stressing that before this, building 3D assets meant knowing Blender, modeling, and animation; now he can prompt Claude to “make a goblin” or “add knees” and get usable game assets without being a 3D artist.
Claude won on vibe, but Codex won on reliability in this stream — Alex repeatedly praised Claude’s personality as “fun to talk to,” yet when the AK-47 attachment kept failing, he switched to OpenAI Codex and said it “oneshotted the fix.”
Alex’s broader AI take is that Anthropic misplayed compute while OpenAI stockpiled it — he argues Anthropic had the stronger models around Opus 4.5/Claude Code, but now lacks the GPU capacity to serve users, while OpenAI’s GPT-5.5/Codex can push generous usage because it bought far more compute.
The live demo surfaced a real workflow split: Claude for creative iteration, Codex for brute-force coding — Claude handled Blender-side modeling and animation through MCP, while Codex was pulled in for game-code fixes like camera/gun behavior and hit markers when visual bugs got stubborn.
Alex framed the whole thing as AI making creativity playful again — the stream’s energy was less “enterprise tooling” and more “look at these little goblins” and “why not make the loot hamburgers,” which is exactly his point: these tools lower the barrier enough that experimentation becomes the product.
The Breakdown
Alex opens with the dream: non-artists making actual 3D games
Alex jumps in hyped about Anthropic’s new “creative plugins,” especially the Blender MCP, pitching the whole stream as a test of whether “the least creative human being on planet Earth” can now build sick 3D assets and game scenes with Claude. He’s already got a basic third-person shooter running on localhost and wants to turn it into something Arc Raiders-inspired without knowing Blender himself.
The first proof: Claude builds and imports a humanoid into the game
He starts by connecting Claude Desktop to Blender MCP and generating a simple humanoid player model, then gets it imported into the game to prove the pipeline works end-to-end. The moment the teal humanoid appears in place of the default capsule, he’s genuinely thrilled: the setup is janky, but the important part is that “we have zero creative skills” and are still now building 3D assets.
Rigging, animation, and the bigger point about creativity
Next, Claude uses Blender to rig the player with a basic armature and add idle, jump, run, and walk animations. Alex uses that moment to explain why Blender was the standout plugin for him: he’s always wanted to make a real game, but didn’t have the drawing, painting, or modeling skills—and this suddenly changes that equation.
Mid-build rant: Anthropic has the better feel, OpenAI has the compute
While Claude is animating the character, Alex pivots into a long, energetic industry take: OpenAI bet correctly that compute would be the bottleneck, while Anthropic stayed conservative and is now paying for it. His argument is that Claude/Opus once felt magical enough to drive people onto $200 plans, but Anthropic then had to lower limits, remove features from the $20 plan, and “make the model stupider,” while OpenAI can flood the zone with GPT-5.5 and Codex because it has “compute out the wazoo.”
Goblins, personality, and why Claude still feels special
Back in the game, he prompts Claude to replace the red box enemies with detailed goblins, then fixes their facing direction and adds glowing eyes. This is where he makes his most memorable product point: ChatGPT may be highly capable, but Claude is just more fun to talk to—his joke version is ChatGPT saying “here’s a novel about the yellow button,” while Claude says, “Yeah chief, I did it for you. What’s next?”
Ragdoll chaos and the moment the stream turns into a toybox
A viewer suggests ragdoll physics for dead goblins, Claude says it’s “probably an hour of work,” and Alex immediately goes, “No, let’s do real ragdoll.” Minutes later, dead goblins are flying hilariously off-screen, and he’s losing it on stream—exactly the kind of playful payoff that sells the whole demo better than any benchmark ever could.
The AK-47 fight shows where Claude breaks and Codex takes over
He then tries to import an AK-47 from an image reference and attach it properly to the player, but Claude keeps placing it on the character’s back, chest, or upside down near the hip. Alex gets openly frustrated, says Claude is wasting his time, and finally switches to Codex—which quickly fixes the orientation and later adds clean hit markers and combat feedback.
Burgers, knees, and Alex’s bigger vision for AI game building
In the final stretch, he swaps loot pickups into glowing hamburgers, watches dozens of burgers flood the arena, then asks for movement fixes so the player stops moving like a mannequin with stick legs. Claude adds proper knees and better animation syncing, and Alex closes by saying this Blender release is underrated because it lets anyone become creative—while teasing that his real long-term goal is FU-money freedom to just build and stream games all day.