Design a 3D game fighter ship with a headless Blender Python script

A Redditor had Claude Code build an animated shoot-'em-up fighter in Blender from code alone; a run where Opus drafted and Fable polished took 14 minutes and cost $4.02.

Done withClaude Code· Nov 10, 2026

What they did

u/MasterMind-Apps gave the same long brief to separate Claude Code sessions, one on Opus 5.5 and one on Fable 5.2, both at high effort. The agent had to design an original player ship for a top-down bullet-hell game using only a Python script run in headless Blender: no downloaded models or textures, under 20,000 triangles, at most six materials, named moving parts, and baked idle and banking animations exported as a GLB. It had to render six views, look at its own renders at least three times and fix what was wrong, then write a short report on time, triangles and fix rounds. A Sonnet session helped write the brief.

How it went

The poster judged Fable's ship clearly better, with more detail and a pilot under the canopy, at fewer triangles, but felt Opus reached about 80% of the quality for 38% of the cost. Both picked the same white, orange and cyan look unprompted. A third run had Opus build the first draft and Fable do the fix rounds in the same session: about 14 minutes, 13.8k triangles and $4.02 ($1.38 Opus, $2.64 Fable). Fable added small parts but kept Opus's outline.

Worth knowing

The poster calls it one data point, not a benchmark. A commenter says Opus at max effort is much stronger for 3D work than lower effort levels. Blender must be installed and on the path or the agent told where it is, and the poster warns complex models eat usage limits quickly.

Try it

With Claude Code· 9 parts to fill in

Build an original [asset, e.g. player ship] for my [game genre] game entirely from a Python script run in headless Blender, with no downloaded models, textures or add-ons. Keep it under [triangle budget] triangles and [number] materials, with named parts and pivots for [moving parts]. Bake these animations: [list]. Export a GLB to [output folder] and render [views] at the same lighting. Look at downscaled renders at least [3] times and fix gaps, floating parts and proportions. Do not commit or ask questions; stop when the deliverables exist and give me a short report with triangle count, time taken and fix rounds.

Square brackets are the parts to fill in. The prompt is ours; the story is theirs.

Where they said it

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