The full credits · every job on the production

One studio,
ten agents,
one human.

The poster of a game like this normally carries thirty names. This one carries one, plus the ten agents he directed.

Redline Wars was made the way a studio makes a game: someone ran it, someone ported the engine, someone built the renderer, an art department modelled 277 assets, a film unit shot the cut scenes, a sound department gave an army its voice, and someone tested it, broke it, fixed it and shipped it. The difference: every one of those departments is AI. The constant: one human referee who decided what shipped.

Every task below was done by Danillo Felixdaal with the agent named beside him. The names are real. The aliases are earned.

Direction

Created · directed · produced · refereed
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

3D art · 652+ Blender source files, 277 models in a match
Danillo Felixdaal
supported by Sir Renderlot of Blenderheim (Astra 6), who laid 95% of the asset foundation, and Herr Doktor Blendwerk (GLM 5.3), who finished the pipeline
Rigging & animation · 1,465 moving joints, 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 142-second theme
Danillo Felixdaal
supported by Maestro Ohrwurm (Suno), tuned until the boot screen felt like 1996 again
Voices & sound design · 34 lines × 7 banks, 28 SFX × 5 factions
Danillo Felixdaal
supported by Baroness von Sprechen (ElevenLabs), who taught the Soviets to actually speak Russian and verified it by transcribing her own clips back

Engineering

Simulation engine · OpenRA ported to WebAssembly
Danillo Felixdaal
supported by Doktor Rahmenzeit (Fable); Fable and I created the openra-web fork from the upstream OpenRA tree, and I did most of the WebAssembly porting
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 (Claude & Grok 4.8), who removed every sqrt from the hot path and lived to not measure it again

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 4.8 & 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 & the EA peace treaty
Danillo Felixdaal
supported by Barrister Fineprint (Claude), who checked the licence twice: no EA assets, no EA audio, and the game is free

The crew, unmasked

One model, many badges. Nobody here was typecast: GLM 5.3 alone appears as five department heads, Claude as six. 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: “Doktor Rahmenzeit”. Fable and I created the openra-web fork from OpenRA; I did most of the WebAssembly porting.
  • 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 4.8: “Inspector Nitpick” and co-“Professor Quackenflash”. Reviews and second opinions on the asset pipeline.
  • Suno: “Maestro Ohrwurm”. The theme.
  • ElevenLabs: “Baroness von Sprechen”. Every voice line and new sound effect.
  • Higgsfield AI: “Ridley Framesmith”. Every character film and cut scene.
  • Meshy: “Madame Polygone”. Riki's model, advanced to match her screen self.
  • Twenty+One coordination layer: “The Amsterdam Arguer”. Handoffs, live arguments, and a summary of consensus when the smoke cleared.

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 Jong: General Jerome Young of the Allied forces. My cousin, and my long-standing development and business partner.
  • Sebastiaan Steur: 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.
  • Jackson: the Soviet grenadier. Longtime friend and ex-Dutch military.
  • 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 creating Grok 4.8: my ultimate sarcastic reviewer, with heavy opinions on everything.
  • 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 their amazing model: lifelike, multilingual speech that gave every faction its own voice and every weapon its sound, rendered at build time.
  • David Evers, for the aerial photograph of the jungle (CC BY 2.0), cropped and graded into the world map.
  • Every AI that regenerated without complaining when the art direction said no.

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

No EA or Westwood assets, audio or video appear anywhere in this game. Original code, art, tools and design © 2026 Danillo Felixdaal · Jolyn Studios. The game is free.