[Rookiss Live Seminar] Survival Strategies in the AI Era - Physical AI and Future Job Responses
Beyond the first wave of AI, the era of Physical AI, represented by autonomous driving and robotics, is arriving. To prepare for a future where AI permeates transportation, delivery, manufacturing, and service sectors, we will understand the changing job market and establish specific learning strategies and career directions for survival.
718 learners
Level Beginner
Course period Unlimited

[EARLY ACCESS] Rookiss's Pinpoint Lesson - Claude Code x Game (100% AI + HTML/JS + 2D/3D Game Development)
The third quarter of 2026 will be conducted under the theme of [100% AI-based Game Development].
Looking around, games still seem to be the most accessible domain.
In line with the trends of the times, we will research how to release games on itch.io and Steam using 100% AI,
while quickly filling in server knowledge to ensure there are technical takeaways.
We are aiming for a [Royal Roader] path that goes from Single-player -> Asynchronous -> MMO in a three-part series without any prior knowledge.
Although this course is fundamentally designed as an online lecture,
we will also conduct Challenge Lives to point out key highlights in real-time every week.
Course Enrollment Link
https://inf.run/1d4iF
Course-related Seminar Link:
https://inf.run/qzZjv
Challenge Summary:
This is the EARLY ACCESS version of the course being produced as an online lecture.
- Recordings of the Challenge Lives will also be provided.
- These will also be added to the online course by default.
Challenge Live Sessions:
Live sessions will be held for 2 hours every Sunday for 4 weeks,
briefing the overall summary and direction of the content.
Capacity: 100 people
Live Schedule:
At least 4 weeks (Every Sunday 8pm~10pm)
Since the live sessions continue until the course is completed, the schedule may be extended by 1-2 weeks depending on progress.
The second lecture in Rookiss's Pinpoint Lesson series is
[HTML/JS-based 2D/3D Game Development].
Would you believe it if I told you all of this was made with AI?
In fact, all the game art was created in just 30 minutes using AI with refined prompts.
No one may have noticed yet, but the era of the 1-person indie game developer, who utilizes AI for everything from planning and art to programming,
has truly x100 arrived.
If this level is possible even now, aren't you excited for what's coming in 1 or 2 years?
Let's start practicing the 100% AI development routine now,
and wait for the upcoming changes in Unity/Unreal AI.
The core of an agent is the LLM, and the LLM's native language is text.
We naturally used Unity and Unreal for game development,
but in a way, the web environment, where everything is controlled by text, is the agent's home ground.
In fact, if you're prototyping or aiming for solo game development,
an environment where 100% of the process can be controlled by AI is the best.
HTML/JS-based games might seem to lack depth,
but with the emergence of Three.js and WebGL, we can now utilize GPUs even in a web environment.
Therefore, the rendering knowledge you've been studying is now a subject that can be applied identically to the web.
Furthermore, did you know that the famous [Vampire Survivors]
initially started on itch.io as a JS-based game?
Now our strategy is clear.
- Come up with an idea and quickly create a prototype.
- Release it on itch.io.
- If the response is good, put in more effort and release it on Steam.
Let's refine this pipeline and conquer the new domain of games.
By the end of the year, I am planning a three-part series for Rookiss's Pinpoint Lesson - Claude Code x Games.
- Part 1. (100% AI + HTML/JS + 2D/3D Game Development) << Current Lecture
Planning Intent: Domain knowledge for releasing single-player games on itch.io with just an AI click
Prerequisites: None
Planned Content:
Single game prototyping using Claude code (2D/3D game development)
Understanding of web apps/local apps (inherent limitations of the web, etc.)
Web technologies (Canvas, SVG, 3D, ...)
Understanding of 2D/3D games
Basic rendering knowledge and optimization
Understanding of game engines and building a custom engine
Refining art styles and managing assets through operational tools
itch.io Launch and Monetization
- Part 2.(100% AI + Asynchronous Online Game/Network)
Planning Intent: Server/network domain knowledge for launching asynchronous online games with AI assistance
Prerequisites: Basic knowledge of game development covered in Part 1
Content under consideration:
Game prototyping & server integration using Claude code
Utilization of Web Servers/WebSockets, Distribution Design
Database
Network Theory
Security and Certificates
Cloud Operations
Serverless Architecture
Creating an Admin Management Tool (Mockup of a backend server using AI)
- Part 3.(100% AI + Seamless MMORPG)
Planning Intent: It's finally here! Challenging the Seamless MMO without zones
Prerequisites: Basic knowledge of game development from Part 1 + Network/Web knowledge covered in Part 2
Contents under consideration:
MMORPG using Claude code
Operating System and Thread Theory
Creating your own C# server engine using AI assistance
Area Partitioning and AOI Processing Techniques
Advanced MMO methodologies such as the Actor model and Ghost Zones
Server topology design, considerations on RvR, etc.
Creation of operation tools
Released a solo-developed MMORPG on itch.io / Steam.
Thank you!
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