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.