Description
Designer & Builder
April 2026
Three.js, JavaScript, Web Audio API, GitHub Pages, AI coding agent (AutoGPT)
Lantern Isle: Guardian Star
I built Lantern Isle as a creative exploration and homage to my favorite childhood games, Animal Crossing and Poptropica. It's a cozy island adventure I designed and built with AI coding tools for VibeJam 2026.
Play the game ↗ · View the code on GitHub ↗

My role and tools
I was the solo designer and builder. I designed the quest flow, the characters, and five island environments, then built the game entirely through AutoGPT's platform, describing each update in chat and reviewing the result. The whole project took about two weeks across three working sessions, under 20 hours in total.
How it plays
The player explores the island one area at a time. Each area hides five crystal shards, and a counter tracks progress from 0 to 5, resetting when the player reaches a new area. Talking to characters reveals where the next shards are hidden, so conversation drives exploration. Collecting every shard reawakens the Guardian Star.

Key design decisions
Motion that signals meaning. To make the world feel cozy and alive, I gave every element a little motion, with one clear rule: anything the player can pick up has a soft glow, and everything else bobs at a very slow, minimal rate. The glow quietly teaches players what's interactive, while the gentle bobbing adds atmosphere without competing for attention.
A debug tool that became a feature. I added Explore Mode so I could jump straight to any area without replaying earlier levels, which made it fast to check visuals across all five environments. I kept it in the final game, so it now doubles as a sandbox for players who just want to wander.
Simplifying the main character. I originally designed a 3D chibi character with long, flowing hair. Layered elements turned out to be hard for the AI: across six iterations it put the bangs on the back of the head, the ponytail on the front, and drew the eyes through the bangs. Rather than keep fighting the tool, I changed the design to a simpler, androgynous character wearing a hat. It kept the cozy feel and let me spend my time on the world instead.

Working with AI
Building through chat meant my job was mostly direction and judgment: describing the experience I wanted, reviewing every result, and deciding when an approach wasn't working. The character redesign was the clearest example. Knowing when to change the design instead of re-prompting saved hours and produced a better result.
Result and what's next
Lantern Isle shipped on time and is live. VibeJam entries were mostly arcade-style, and Lantern Isle was one of only a handful of cozy games. If I kept building, I would:
Refine the character designs to feel more polished and grounded.
Improve character motion, including leg movement and footstep sounds.
Make side-quest exploration more challenging.
Most of all, the project reminded me how much I love building things.

