
HIT YOUR MARK
A downloadable game
Every take is yours. Every cut is yours. The film they see is your Director's Cut.
Your takes are the footage. You play each stunt take yourself, then cut those exact takes together in the edit bay, and the film only works if continuity matches across your cuts. Then it premieres, replayed from what you actually played.
Hollywood, 1930s. You are Rex "Dash" Markham, the stunt double who does the falls the star won't. A casting office renamed him "Rex" because it sounded like a leading man; he is still waiting for the leading part. On a miniature backlot, you shoot dangerous takes for a director who shouts through a megaphone.
Every take is footage, not a life. Fall off the clock tower? That fall is still film. In the edit bay you pick the best moment of each take and splice them into one cut. Continuity is the puzzle: a missing hat or a different jump between two shots is an error the audience will see, unless you hide it with an insert shot.
Then the lights go down, and your cut plays back as a real movie, built from the exact takes you played.
How to play
- Shoot: run the stunt route. Hit the glowing marks on time.
- Edit: choose one take per beat, place the cuts, hide errors with inserts.
- Screen: watch your Director's Cut.
Start with the Screen Test, a short tutorial.
Controls (shooting)
- Move: WASD / left stick
- Jump: Space / A
- Sprint: hold Shift / hold LT
- Slide / roll: Ctrl or C / B
- Stunt action: E / X
- Cut the take: hold Backspace / hold Back
- Pause: Esc / Start
The edit bay works with mouse, keyboard or gamepad.
Made for the 2026 Epic AI MegaJam
Theme: Director's Cut. Solo entry by José Miguel Gómez (Trysac), built in Unreal Engine 5.8 with a crew of AI agents that I directed. Before the jam we prepared generic tools (agent configurations, MCP setup, scripts, prompt templates). Between the theme announcement and the start of the jam we brainstormed and wrote the design documents (text only: the spec, a draft script and text descriptions of the level layouts), which became the agents' specification and prompt library. No development started before the jam: all code, levels, art and audio were created during it. The full process, mistakes included, is in the dev log: Director's Commentary.
The game build is coming before the end of the jam (Sunday, November 15).
Credits
- Design, direction and final cut: José Miguel Gómez (Trysac)
- Built with: Unreal Engine 5.8
- AI tools used: Claude (Claude Code), Unreal MCP, Meshy, Hyper3D Rodin, Tripo, PBRgen, fal, Suno
- Fonts: Limelight and Oswald (SIL Open Font License 1.1)
- Sound effects generated with Stable Audio (Stability AI)
- Unreal Engine is a trademark or registered trademark of Epic Games, Inc.
- Third-party (sourced) assets: 42 character animation clips from the Meshy animation library; the two fonts above; Unreal Engine basic shapes and template content (engine content).
| Published | 20 hours ago |
| Status | In development |
| Author | TrySac |
| Genre | Platformer, Puzzle |
| Tags | 1930s, 3D, cinematic, Comedy, movie, Singleplayer, stunts, Unreal Engine |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text This game was made during the jam by one person directing AI tools. Code, level building and documentation: Claude (Claude Code), which drove the editor through the Unreal MCP. 3D models: Meshy (character, props, rig, 8 text-to-motion animations), Hyper3D Rodin (hero props) and Tripo (set props), all from reference images generated with fal; 42 animation clips sourced from the Meshy animation library. Materials: PBRgen. Sound effects and synthetic voices (not cloned from real people): fal. Music: Suno. Asset generations are logged per generation or per batch, with prompt source and credits; code-agent work is logged per batch. All of it is in the dev log. |






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