The full credits · every job on the production · Alpha v0.2.0

One big
experiment.
Redline Wars.

Redline Wars was created by Danillo Felixdaal. This started as one big experiment: I wanted to see how close I could get to the work of a game studio without having one.

I took some time to experiment with the tools we had developed, AI agents and the building factory, to see how far I could take an idea from scratch. I directed the work, tried things, kept what worked and made the final decisions. Redline Wars is what came out of that experiment.

Along the way, my friend Isa Ozler really wanted to make the game logo. So he did. The Redline Wars logo is his work. The credits below also recognise the contributors, open-source projects and tools that helped the experiment become a game.

Yes, you will see my name a lot. That is part of the fun: one person can wear a surprising number of hats with a good set of agents. These are real jobs I took on, from game design and code to art direction, sound and testing. The playful agent names credit the tools that helped me do them.

Direction

Creator · game director · producer
Danillo Felixdaal
supported by Claude “Sir Vibecheck” and Codex “The Second Opinion”, who debated every big call through a private Twenty+One coordination layer until only the decision was left
Game design & balance
Danillo Felixdaal
supported by General Winterbottom (GLM 5.3), who held 25 ticks per second hostage until the rules were fair

Art department

Game logo
Isa Ozler
designed the Redline Wars game logo
3D art · 652+ Blender source files, 277 models in a match
Danillo Felixdaal
supported by Sir Renderlot of Blenderheim (Astra 6), who generated nearly every Blender source in the game, the MCV included, and Herr Doktor Blendwerk (GLM 5.3), who finished the pipeline
Rigging & animation · 1,503 moving joints in the audited model delivery, the MCV deploy
Danillo Felixdaal
supported by Klank “Two Thumbs” von Sprocket (Astra 6): 256 bones, 246 channels, one construction yard that unfolds itself
Materials, texturing & the 29-layer PBR set
Danillo Felixdaal
supported by Pixel von Paintbrushton (Astra 6), curator of rust, grime and five stages of controlled collapse
Character design · Riki, Jackson & the ten-soldier roster
Danillo Felixdaal
supported by Madame Polygone (Meshy), who advanced Riki's model until the commando in the game matched the commando on film

Cinematic unit

Character films & cut scenes · Allied command, Kirkov, Riki, Jackson
Danillo Felixdaal
supported by Ridley Framesmith (Higgsfield AI): no camera crew, no soundstage, no casting agency; most generations did not survive review, these four did

Sound & music

Music · the 12-track soundtrack
Danillo Felixdaal
supported by Maestro Ohrwurm (Suno 5.5), used to create the soundtrack, from the main theme and character songs to battle, victory and defeat
Voices & sound design · faction banks, character voices, and battlefield effects
Danillo Felixdaal
supported by ElevenLabs for the text-to-speech voice banks: the per-country announcer, and Baroness von Sprechen for Riki, Spy, Jackson, death shouts and generated effects. We checked spoken lines by transcribing clips back to text.

Engineering

Simulation engine · OpenRA ported to WebAssembly
Danillo Felixdaal
supported by Doktor Rahmenzeit (Fable 5.1). We opened the openra-web fork together; I guided the work, and Fable did most of the WebAssembly implementation
WebGPU renderer · clustered forward+, TAA, AgX, probe GI
Danillo Felixdaal
supported by Commodore Cache (Claude), keeper of the one pinned buffer per tick and the law that the renderer is read-only
Performance · meadow updates from 13.8 ms to 2.75 ms
Danillo Felixdaal
supported by Professor Quackenflash (Opus 5 & Grok 4.7), who measured the hot paths; Grok 4.7 carried the vertex-quantization pass as we worked to keep large battles at 60 fps
The 60-frame close-out · large battles, square ground, the page that would not boot
Danillo Felixdaal
supported by Captain Cadence (Grok 4.7). GLM 5.3 had already raised the multiplayer and finished the asset pipeline. This pass was a stopwatch: Dynamic and High held about 8.3 ms on a battle of roughly 1,135 actors, the 16.7 ms bar stayed, the test army did not ship, and the live crash was one script the server had not been told to serve

Network & backend

Multiplayer · room hosts, spine relay, dial-out volunteer nodes
Danillo Felixdaal
supported by Sergeant Semaphore (GLM 5.3), sworn guardian of the blind byte pump: it never parses, it never helps, it never corrupts
Lobby, accounts & leaderboard API
Danillo Felixdaal
supported by Winston “Write-Ahead” Loggins (GLM 5.3), who never lost a callsign and never once blocked on I/O

Quality & release

QA & testing · the determinism oracle, gates and WebSocket spies
Danillo Felixdaal
supported by Baron Bugsbutter (Codex & GLM 5.3), who replays one seeded battle on desktop and in the browser and asserts they are the same dream
Security review · rate limits, channel recycling, buffer caps
Danillo Felixdaal
supported by Inspector Nitpick (Grok 4.6 & Codex), several of whose findings shipped as fixes before the relay ever met the internet
Build, CI & deployment
Danillo Felixdaal
supported by Foreman von Pipeline (GLM 5.3), who kept AOT builds green and hash-verified every asset on its way into the bundle

Words & web

Website, landing & field guide
Danillo Felixdaal
supported by Lady Loreweave (Claude), who wrote the letters home and kept the em dashes in line
Documentation & the developer's story
Danillo Felixdaal
supported by Archivist von README (Claude), who believes a gate nobody runs is a rumor and a doc nobody writes is a debt
Legal & licensing records
Danillo Felixdaal
supported by Barrister Fineprint (Claude), who helped review dependency notices and asset records; this work is not an external legal opinion

The crew, unmasked

One model, many badges. Nobody here was typecast: GLM 5.3 alone appears as five department heads, Claude as six. Grok 4.6 reviewed earlier work; Grok 4.7 later worked beside GLM on multiplayer and helped close the performance and live-site pass. All of them answered to the same referee.

  • Claude (Opus 4.8 → Opus 5, Claude Code): “Sir Vibecheck”, “Commodore Cache”, “Professor Quackenflash”, “Lady Loreweave”, “Archivist von README”, “Barrister Fineprint”. Repo-wide reasoning, risk review, and the “wait, are you sure?” voice.
  • Codex (GPT-5.6, Codex CLI): “The Second Opinion” and co-“Inspector Nitpick”. Debated Claude live through a private Twenty+One coordination layer until they converged.
  • Fable 5.1: “Doktor Rahmenzeit”. We created the openra-web fork together. I directed the port; Fable implemented most of it.
  • GLM 5.3: “General Winterbottom”, “Sergeant Semaphore”, “Winston ‘Write-Ahead’ Loggins”, “Herr Doktor Blendwerk”, “Foreman von Pipeline” and co-“Baron Bugsbutter”. The workhorse: finished the Blender pipeline, built multiplayer end to end.
  • Astra 6: “Sir Renderlot of Blenderheim”, “Klank ‘Two Thumbs’ von Sprocket”, “Pixel von Paintbrushton”. The Blender specialist.
  • Grok 4.6: “Inspector Nitpick”. Early reviews and second opinions on code and the asset pipeline.
  • Grok 4.7: “Captain Cadence” and co-“Professor Quackenflash”. Worked alongside GLM 5.3 on multiplayer, did the vertex quantization, and took the last measured fixes after the wide systems were up. Held the 60-frame bar on a real large battle, rounded the square ground, and found the one script the live server would not serve.
  • Suno 5.5: “Maestro Ohrwurm”. The soundtrack.
  • ElevenLabs: “Baroness von Sprechen”. Character voices, death shouts, the faction announcer banks and the later sound-effect banks.
  • Higgsfield AI: “Ridley Framesmith”. Every character film and cut scene.
  • OpenAI image generation: the website’s Fractured Order ensemble art, fictional call-preview portraits, companion scene and soundtrack battlefield background, directed by Danillo Felixdaal.
  • Meshy: “Madame Polygone”. Riki's model, advanced to match her screen self.
  • ContextRelay: the private Twenty+One wire between the agents. Handoffs, live arguments, and a summary of consensus when the smoke cleared.

Beta testers

Anthony, Joaro, Omar and Randy played the early builds and told me what was wrong with them. Special thanks to Omar: his input on the gameplay, the HUD and the companion made all three better.

Special thanks

  • Westwood Studios, for the childhood, and for proving an RTS is a feeling.
  • The OpenRA team and community, keepers of the engine this game borrows, GPLv3 and gratitude.
  • Jermaine: General Jerome Young of the Allied forces. My cousin, and my long-standing development and business partner.
  • Sebastiaan: General Sevastyan Dmitrievich Kirkov. As Dutch as they come, a longtime friend, playing the Russian general anyway. Ex-professional soccer player.
  • Rikie: the Allied commando herself. My wife and the mother of my child; the final authority on the battlefield and at home.
  • Anthony: Jackson, the Allied support soldier. Longtime friend and ex-Dutch military.
  • Isa Ozler, for designing the Redline Wars game logo.
  • OpenAI, for delivering Astra 6, the Blender specialist that totally changed the game's look and feel.
  • Anthropic, for enabling the port of the engine to WebAssembly.
  • Z.ai, for creating GLM 5.3: very cheap on credits and able to do so much, like building the full multiplayer engine with me.
  • xAI, for Grok 4.6 reviews and Grok 4.7 multiplayer and closing work: the frames, the ground, and the page that crashed on a file the server would not admit.
  • Meshy, for enabling me to take the Riki character to the next level: AI 3D generation that pushed her in-game model until it matched her screen self.
  • Higgsfield, for making the characters come to life: cinematic AI video with directable camera work and consistent characters, which is how four cut scenes got made without a camera crew.
  • ElevenLabs, for Riki, Spy and Jackson's character voices, death shouts, the per-country announcer banks and the later per-faction battlefield effects, rendered before the game runs.
  • Every AI that regenerated without complaining when the art direction said no.

Built with: OpenRA · WebAssembly · WebGPU · WGSL · Blender · Higgsfield AI · Meshy · Suno 5.5 · ElevenLabs · Twenty+One agent coordination · TypeScript · Vite · Node.js

No EA or Westwood assets, audio or video appear anywhere in this game. The game is currently free.

Copyright and licences

Redline Wars: Fractured Order © 2026 Danillo Felixdaal. The Redline Wars software is licensed under the GNU GPL v3 or later. Public source edition: github.com/jolynstudios/redlinewars. The public source edition contains the OpenRA-based engine and WebAssembly host, the WebGPU renderer, generated stand-in visuals and a minimal interface. It excludes the production HUD and other production GUI layers, JOA, the Freehop integration and production artwork. It does not reproduce the full distributed game or establish that the source obligations for that game have been met. Separately marked models, textures, audio, video and other creative files are under their own licences. The software licence grants no rights to our trademarks. Powered by Freehop (Apache-2.0). Game logo designed by Isa Ozler.

Engine: OpenRA © The OpenRA Developers and Contributors, GNU GPL v3 or later. Not affiliated with or endorsed by the OpenRA project.

Maps from OpenRA's Red Alert mod, by their authors: PizzaAtomica, Nuke'm Bro., Lad, kazu., SoScared, Janitor, FRenzy, hamb, Chris Forbes, netnazgul, Seru, Kyrylo Silin, Jopani Kansaro, Green Giant, sith_wampa, morkel, james.bong, eskimo, Wippie, Trump, The Echo of Damnation, Super Newbie, Sprog, Scott_NZ, MicroBit, Madness, Comrade Tiki, Christian, CRLF, Blunt, A. Blunt (Luftwaffe Edit), Blarget2, Blackened and 010010.

Made with Suno (the 12-track soundtrack), ElevenLabs (announcer and character voices, sound effects), Higgsfield (cinematics) and Meshy (Riki); all voices are text-to-speech. Base meshes and textures: MakeHuman, Quaternius and ambientCG (CC0); the soldiers build on Female S.W.A.T Tactical Soldier by pathumtharaka1998 (CGTrader, Royalty Free License), modified for this game; the civilians (made in Blender), Riki (made with Meshy) and the dog are Danillo Felixdaal's own. Typefaces: Archivo and Martian Mono (SIL OFL 1.1). Libraries: Freehop (Apache-2.0; licence); the .NET runtime (MIT); OpenRA's bundled libraries (MIT, LGPL, GPL); Node.js and ws (MIT); Electron and Chromium; three.js and meshoptimizer on this site (MIT); the game's AgX tone-mapping constants are adapted from three.js (MIT).

Command & Conquer and Red Alert are trademarks of Electronic Arts Inc. EA has not endorsed and does not support this product.