Building in public

I built a mobile game with AI. Here is what I learned.

On 8 September 2026, MiniMe Squad was a single AI image of me surrounded by tiny versions of myself. About two months later it was an iPhone game with 100 levels, 10 bosses and a squad of characters made from photos. I built it with the newest AI tools, and I wrote down everything that went wrong.

  • 100 levels
  • 10 bosses
  • 8 Sep first image
  • iOS coming soon
AI image of James Cannan at The Utopia Studio with tiny versions of himself
The image that started it, 8 September 2026

Where it started

One photo, one prompt, and a question

I asked an image model to turn a photo of me into a crowd of little figures. It worked far better than I expected, and I immediately wondered whether people would play a game with their own face in it.

Two days later I had five game ideas side by side. The throw won, because it is the thing you do hundreds of times, and the thing people film. From there it was a browser prototype, then an iPhone build, then a lot of evenings.

Five early game directions for MiniMe Squad

The game

Your photo becomes a tiny hero

Take a photo and you, your family, your dog or your favourite mug become a MiniMe character. Bugs and bosses come for the squad, and you swipe to throw your minis at them.

Your selfie becomes a heroSwipe, throw, squashMeet the most wanted bosses10 rooms, 100 levelsMake a mini of anything

Photo in, character out

This is the moment the whole game is built around. Players can choose a cartoon mini or a more lifelike one, and objects work too.

Photo of NanaNana as a cartoon miniNana as a lifelike mini

What surprised me

Four things I did not expect

01

The AI was the easy part

Getting a first version took days. Getting it to behave the same way twice, on a real phone, for a stranger, is where the time went.

02

My worst bug was invisible on a laptop

Everything worked in the browser. On an iPhone the shop froze. Finding out why changed how I test everything now.

03

Faces are not the hard part. Objects are.

People, pets and a muddy boot all had to become characters. Each one broke the model in a different way first.

04

Every character needed a joke

A mini is not finished until it is funny in the air. That one rule did more for the game than any feature.

The full answers, and the fixes, are in the course.

Every mini has its own way of flying when you throw it. Barry rides a rubber duck in. Mavis refuses to participate. Your own mini gets one too.

The course, coming soon

How I built MiniMe with AI

A short, self-paced course behind the scenes of the whole build. Not theory: the tools, prompts, mistakes and fixes, so your next build starts where mine finished.

  • The exact tool stack, and what each tool is genuinely good and bad at
  • How a photo becomes a consistent game character
  • Building a whole game with Claude, as a working method you can reuse
  • The tests and checks that stop AI-written code breaking on real devices
  • Payments, rewarded adverts, analytics and the App Store
  • My playbook of over 150 written lessons from the build

Be first in line

The waitlist hears about the course before anyone else.

Only emails about the course. Reply to any of them to be removed.

Building something yourself?

I do this for founders too

I built MiniMe as a deliberate test of the newest AI tools. A game felt like the right playground: fun enough to stay curious, hard enough to show what the tools can and cannot do. The point was to learn how they work, how to get more out of them, and how to use them well on other projects. Those learnings are becoming the course.

The same approach is what I bring to founders as a fractional CTO: find out fast what AI can really do for your idea, ship a working version, then make it solid enough to grow.

An early MiniMe Squad prototype

FAQ

Questions people ask me

Can you really build a mobile game with AI?

Yes, with a caveat. AI tools wrote most of the code and made most of the art for MiniMe Squad, but they did not decide what to build, notice when something felt wrong, or test it on a real phone. That part was still me. The course is about how those two halves fit together.

Which AI tools did you use?

Claude for building, testing and releasing the game, OpenAI image models for turning a photo into a character, and Higgsfield for creatures, bosses and the marketing films. Around them sit ordinary tools: Capacitor and Xcode for iOS, Firebase, PostHog, AdMob and SendGrid.

How long did it take?

The first image was made on 8 September 2026. About two months later the game had 100 levels, 10 rooms, 10 bosses and was in TestFlight testing on iPhone.

Do I need to be a developer to follow the course?

No, but it helps to be comfortable with a computer and curious about how things work. The course is aimed at founders and builders who want to ship something real with AI, not just a demo.

When does the course open, and what will it cost?

It is being made now. Price and date are not set yet. People on the waitlist hear first.

Is MiniMe Squad on the App Store?

Not yet. It is in testing and coming soon to the App Store.