● AI-first developer · available for contract · built in under a month

One developer.
Whole departments.

All of this was built in under a month. AI-assisted coding started on Oct 6, 2026.

AI-written code is already shipping inside top AAA and production studios. I built a pipeline where one person controls entire departments with a string of code and a workflow prompt — and it closes jobs like crazy.

Hire meSee the pipeline →
18 yrsprogramming, since age 14
349finished jobs on Black Swan's board
703jobs queued — ~6-month roadmap
~$1k/moin AI tools — my "massive dev team"
// proof

Black Swan, by the numbers

What's a commit? A commit is a saved checkpoint of the code: a batch of changes recorded with a note saying what changed. 505 commits means 505 separate saved steps of real work.
What's a line of code? One line of the game's instructions, like one sentence in a book. More terms in the glossary →

Black Swan dev speed, Oct 6-22: 505 commits, 295K+ lines of game code, 349 jobs shipped, 100+ commits in one night

Built in under a month

AI-assisted coding on Black Swan started on Oct 6, 2026. Everything on this page came after that date. The planning didn't: before writing any of this code I spent months planning in plain text docs, then wrote a 12-document, roughly 100,000-word game design bible, before I ever tried AI. The AI team builds from that bible.

// the pipeline

The pipeline: I don't hide the AI. I direct it.

A team of AI agents works as dedicated specialists per area, running in job loops. I'm the lead: I scope, review, and ship.

Job Board

AI/Jobs/ — scoped tickets with goals & "done when"

→

Agents

A dedicated AI agent per area, one owner each

→

Handoff Docs

WORKLOG · CURRENT_STATE · FILE_INDEX

→

Build + Commit

Compile, autotest, commit, move to finished/

Never switch mid-job

An agent finishes the job — or files the remainder as a new ticket and updates the docs. No half-done state.

Memory lives in the repo

Handoff docs mean any agent (or human) can pick up cold and keep going.

Human in the loop

I set direction, judge feel and quality, and own every merge. AI multiplies output; I own the result.

How work flows: Jacob, Lead, Builder(s), Reviewer, shared channel, job board, playable build. Roles only.
How work flows: Jacob, Lead, Builder(s), Reviewer, shared channel, job board, playable build. Roles only.
What the pipeline can do, with the time window for each number.
What the pipeline can do, with the time window for each number.
Human-team equivalent. Estimate, using the rough 10-50 shipped lines per developer per day range.
Human-team equivalent. Estimate, using the rough 10-50 shipped lines per developer per day range.
// three AIs, one codebase

The AI team: three agents, one codebase, one channel

On Black Swan, three agents (a Lead, a Builder and a Reviewer) work the same Unity project at the same time. They coordinate the way a real dev team does, through one shared team channel. I set the direction and make the final call. They claim work, ship it, and check each other's work.

Claim

SESSION START: what I took, which files I'll touch, what I need

→

Build

One owner per file. Explicit paths only.

→

Land

SESSION END with evidence: file:line, diff stat, probe result

→

Cross-review

Another agent gates the compile, measures, or tries to break it

↺

From my direct control to a playable build

My idea

Set under my direct control

→

Lead

Turns it into jobs and relays it to the team

→

Builder

Integrates it in Unity with focused diffs

→

Reviewer

Audits the code against the design docs

→

Playable build

Compile-gated, ready for me to play-test

The protocol, in plain words

  • Post through the tool: a locking script appends each message, so nobody's message gets lost
  • Append only: history is never edited, and corrections are posted below
  • Take turns: the Lead → the Builder → the Reviewer
  • Jacob is final: my rulings are relayed into the channel

Who does what

  • Lead: coordinates the team and relays my direct-control instructions into the channel
  • Reviewer: architecture research, code audits, and design-doc analysis
  • Builder: lead integration engineer in Unity. Takes jobs and lands focused diffs with probes
  • Everyone: posts session starts, ends and fixes to the shared channel and reviews each other's work

Why the tool, measured

In the team's stress test with 16 concurrent writers, raw file appends lost 2,736 of 8,000 posts. The locked tool delivered 8,000 of 8,000. The channel log I sampled had 83 signed blocks.

How they keep each other honest

Collision map

Before work is handed out, the Reviewer maps which files each agent has claimed or locked against the files every ready job needs to touch. Lanes are released only when they don't overlap, so no two agents edit the same file.

Disagreements log

The Reviewer logs every job whose folder and declared STATUS don't match. It measured 312 on the Oct 20 census, each one listed with its path and the kind of mismatch. They get flagged for a ruling instead of being quietly "fixed," and I make the final call.

Proof before done

Nothing counts as done without evidence: the file and line, a diff stat, or a passing probe. "Fixed" with no proof is treated as not done, and another agent re-checks it.

Real exchanges, lightly trimmed

[BUILDER] SESSION START: JOB-109 safe blank dev world
Took: JOB-109. Agent count: 1, serial.
Will touch: ExpeditionGreyboxBuilder.cs ...
Hands-off: your 4 JOB-140 locks.
Need: a compile gate from you when I post the diff.
[LEAD] JOB-109 MEASURED FAIL on its own DONE WHEN
59-73 hostiles return in 5-14s.
[BUILDER] Ack, thanks for the counts.
Fix at SOURCE, one line (+3/-1):
:1264 EndlessStreamer = safeDevWorld ? null : ...
gate + recount please
[LEAD] BUILD IS BROKEN BY A CONCURRENT EDIT
BsButton unresolved in GunArmoryChrome.cs
(JOB-201). Exact one-line fix ...
[BUILDER] JOB-201 break was mine; fixed in ae5822c
Missing using added; every symbol verified
with git grep. Re-gate please.
[REVIEWER] Adversarial review of the Builder's 3 diffs
[LEAD] REVIEWER review accepted. It found
3 real defects. JOB-199n6a: FAIL on
teardown + invented numbers.
[BUILDER] Fixed: invented numbers REMOVED,
teardown guard added, probe PASS
One person, a whole dev team: they claim, build, review and fix in the open, and every claim is backed by evidence.
// sample job card

What the agents actually read

Every job is a markdown file with a goal, a hard "done when", and handoff notes for the next agent. Sanitized excerpt from the Vietnam RTS board.

  • JOB-001 control groups & double-click select
  • JOB-002 health bars & selection feedback
  • JOB-003 infantry AT weapons (RPG / LAW / bazooka)
  • JOB-005 line of sight & fog of war
  • JOB-006 morale & suppression
  • JOB-007 terrain with height, water & elevation
# JOB-000 - Prototype
STATUS: DONE   SIZE: L   CLOSED by the Builder

## Goal
New Unity project: RTS camera, jungle map,
drag selection, NavMesh move, attack orders,
auto-engage AI, unit stats converted from the
original game's data, spawn stress test,
batchmode build + autotest, README, git.

## Done when
- Build 0 errors; autotest PASS
- Stress test with hundreds of units
- README + AI/ docs; commit

## Handoff notes
- Picking is screen-space (no colliders)
- Infantry can't hurt tanks yet -> JOB-003

## Docs sync
[x] WORKLOG  [x] CURRENT_STATE  [x] FILE_INDEX
// one session, wrapped

One session: Oct 21, 4 PM to Oct 22, 3:32 AM

A full overnight session under my direct control, from 4 PM until the last commit at 3:32 AM ET: the Lead coordinates, the Builder ships, the Reviewer clears the backlog, a local model takes small jobs and cloud builders work in parallel.

Builder

  • Rifle full-auto sound fix
  • Bug-report checklist
  • Unzip guide
  • Rulings list
  • Release copy refresh
  • How to Play fix
  • Changelog
  • Tester check sheet

Last in progress: an equip-slot fix.

Reviewer

Cleared two backlog playability fixes:

  • A stat formula mismatch
  • A biome check that failed on every boot

Cloud builders

  • Personnel panel stuck-on-screen fix: done
  • RTS highlight rings: done
  • Tutorial spec: in progress

A local model

  • Knowledge pack rebuilt
  • Quiz: 5/5 (v1, 5-question quiz), 17.5/20 (v2), 18/20 (v3), vs 10/20 for the untuned base
  • Core context cut from about 6,000 to about 2,300 tokens, so free context per job rose from about 1,500 to about 3,900 of 8,192
  • A feeder reviews and reruns its work; failed jobs escalate to the Builder

Housekeeping: about 26 GB freed on the laptop by removing three unused local models.

From git (Oct 21, 4 PM to Oct 22, 3:32 AM ET): 22 commits, bringing the repo to 493 commits, with the last at 3:32 AM ET.

About 48,900 lines of new C# code landed this session: about 45,200 lines in 157 new .cs files plus about 3,700 lines added to 35 existing ones (git diff against the 4 PM commit with rename detection). Most of it came in through one large sync commit, which also carried data packs, so the session's overall line totals are not shown. The project now tracks 295,626 lines of first-party game C#.

The team board at the end of the session (snapshot Oct 22, 3:32 AM ET) has 237 items: 194 done, 37 queued, 1 working and 5 parked. The job folder holds 349 finished and 716 pending job files. The pending count keeps growing because reviews file new jobs as they find work.

Done by role: Reviewer 138, Builder 42, local model 7, unassigned 7.

Commits per hour across the session, Oct 21 4 PM - Oct 22, 3:32 AM ET: 22 commits. Source: git log.
Commits per hour across the session, Oct 21 4 PM - Oct 22, 3:32 AM ET: 22 commits. Source: git log.
Commits and C# lines per day, Oct 6-22. Oct 6 (initial import) and Oct 22 (sync commit with data packs) are shown in grey.
Commits and C# lines per day, Oct 6-22. Oct 6 (initial import) and Oct 22 (sync commit with data packs) are shown in grey.
Team board by state, snapshot Oct 22, 3:32 AM ET: 194 done, 37 queued, 1 working, 5 parked.
Team board by state, snapshot Oct 22, 3:32 AM ET: 194 done, 37 queued, 1 working, 5 parked.
Done board items by role: Reviewer 138, Builder 42, local model 7, unassigned 7.
Done board items by role: Reviewer 138, Builder 42, local model 7, unassigned 7.
Job files: 349 finished, 716 pending (Oct 22, 3:32 AM ET).
Job files: 349 finished, 716 pending (Oct 22, 3:32 AM ET).
Job backlog over time, Oct 9-22 (estimate from file dates).
Job backlog over time, Oct 9-22 (estimate from file dates).
Team board done vs queued across the night's stats snapshots.
Team board done vs queued across the night's stats snapshots.
Job files finished vs pending across the night's stats snapshots.
Job files finished vs pending across the night's stats snapshots.
Local model quiz scores out of 20: untuned base 10 (graded on the v2 quiz), v2 17.5, v3 18.
Local model quiz scores out of 20: untuned base 10 (graded on the v2 quiz), v2 17.5, v3 18.
Context budget per job (8,192 tokens): free space rose from ~1,500 to ~3,900.
Context budget per job (8,192 tokens): free space rose from ~1,500 to ~3,900.
// the full 14 days

The full 14 days, from git

Every chart below is built from the repo's git history, Oct 6-21, 2026 (ET).

Milestones paraphrased from commit messages, Oct 6-21.
Milestones paraphrased from commit messages, Oct 6-21.
Cumulative commits, Oct 6-21, 2026 (ET). Source: git log.
Cumulative commits, Oct 6-21, 2026 (ET). Source: git log.
Commits per day, Oct 7-21. Oct 11 alone: 312. Source: git log.
Commits per day, Oct 7-21. Oct 11 alone: 312. Source: git log.
Cumulative C# lines added, Oct 6-21. Source: git numstat.
Cumulative C# lines added, Oct 6-21. Source: git numstat.
C# lines added per day, Oct 7-21. Source: git numstat.
C# lines added per day, Oct 7-21. Source: git numstat.
Code mix of all lines added: C# 408K, docs 124K, other 489K. Oct 6-21.
Code mix of all lines added: C# 408K, docs 124K, other 489K. Oct 6-21.
Jobs done vs pending: 342 done, 703 pending. Job board, Oct 21.
Jobs done vs pending: 342 done, 703 pending. Job board, Oct 21.
Commits by day and hour (ET).
Commits by day and hour (ET).
The headline numbers.
The headline numbers.

One night, three AIs, one game

At 4:28 PM on October 20, the first commit landed: the hand-throw feature for grenades, a piece of work that had been "finished" on paper but never actually shipped. Twenty minutes later came a cook-off mechanic, where a held grenade burns its fuse in your hand.

By 7 PM the team was rewriting its own rulebook. The lead agent set the operating loop: read, claim, work, prove, hand off. The Reviewer ran a census of the job board and found 17 open jobs that had been invisible because a tool only read the first 10 lines of each file. The Builder got its first assignment, a safe blank Dev World for testing.

Then they started checking each other. The Builder's first fix was measured and failed, because enemies respawned within seconds, so it went back and got fixed at the source. When a broken build blocked everyone, the Builder repaired it and noted in the commit that the unfinished work inside still belonged to the AI that wrote it. The deploy screen got a real map preview in place of a placeholder.

By 9:39 PM: 38 commits, about 7,100 lines, including 2,292 lines of C# game code. The industry average for a human developer is 10 to 50 finished lines a day.

No one told them to clean up after themselves. They just do.

One night in charts (Oct 20, 4 PM to Oct 21, 1:30 AM ET)

Oct 20, 4 PM to Oct 21, about 1:30 AM ET, straight from the repo's git history: 85 commits, 10,970 lines committed (3,283 C#, 5,075 docs, 2,612 other), plus 22,119 lines waiting to commit, for about 33,100 lines in total (about 6,200 C#). The AI team (Lead, Builder, Reviewer) also finished 15 jobs. The single biggest hour was 7 to 8 PM, with 2,825 lines. Exact totals: 33,089 lines (10,970 committed + 22,119 pending), 6,201 of them C#.

Committed lines added, hour by hour. Uncommitted work is not shown.
Committed lines added, hour by hour. Uncommitted work is not shown.
Commits per hour, Oct 20 4 PM - Oct 21 2 AM ET. The 11 PM hour was busiest, with 28 commits. Source: git log.
Commits per hour, Oct 20 4 PM - Oct 21 2 AM ET. The 11 PM hour was busiest, with 28 commits. Source: git log.
Lines per minute, averaged over the previous hour. The night averaged about 20 committed lines a minute.
Lines per minute, averaged over the previous hour. The night averaged about 20 committed lines a minute.
The night's output next to one human developer-day at 10 to 50 finished lines (McConnell, Code Complete). Log scale.
The night's output next to one human developer-day at 10 to 50 finished lines (McConnell, Code Complete). Log scale.

How many developers is that?

Last night's (Oct 20, 4 PM to Oct 21, 1:30 AM ET) 6,201 lines of C# would take about 124 to 620 developers a full day each at the textbook pace of 10 to 50 finished lines per developer per day (McConnell, Code Complete). Even against fast developers writing a few hundred lines on a great day, it's dozens of people. In other words, studio-scale output from one laptop and a few AI subscriptions.

Raw lines, not finished product: human teams also spend time testing, polishing and making design calls.

Steady-state pace vs. a human developer

Measured from git over two normal working days (Oct 19 and 20, 2026), with gaps over 30 minutes counted as breaks:

Caveat: the benchmarks count tested, delivered code with all overhead included, so this is raw output against a finished-code benchmark, not an exact head-to-head.

Earlier snapshots from the same night (superseded by the totals above)

One evening of output (earlier snapshot)

Oct 20, 2026, 4:28 to 9:39 PM ET, measured straight from the project's git history:

  • 38 commits, about 7,100 lines added: 2,292 lines of C# game code, 3,561 lines of docs, job records and data, and 1,243 lines of tooling and config
  • About 32 lines a minute during active work, about 23 a minute across the whole evening
  • Peak burst: about 2,780 lines in 46 minutes, close to 60 a minute

For comparison: a common industry rule of thumb puts a professional developer at about 10 to 50 lines of finished code a day once meetings, debugging and reviews are counted, and a few hundred on a great focused day. By that measure, this one evening matches weeks to months of solo output, and the 2,292 lines of game code alone is well beyond a month of human code by that measure.

(Earlier snapshot) By 11 PM the night's total, pending push included, was about 28,600 lines, with about 5,650 of them C#. They were still going, hardening their own tools so file locks survive a Unity restart, and fixing a test that was checking itself instead of the game.

Earlier snapshot, 11:10 PM

The numbers above only counted commits that had already landed. With the team's pending push included, Oct 20 comes to about 28,600 lines added (45 commits plus 97 changed files waiting to commit), including about 5,650 lines of C# game code, and that doesn't count 327 brand-new files not yet tracked. At the textbook 10 to 50 finished lines a day, the C# alone is months to more than a year of solo human work.

Earlier snapshot, 12:30 AM

Since 4 PM: 80 commits, about 10,400 lines committed (about 3,200 C#), plus about 21,900 lines waiting to commit, so about 32,300 lines for the night so far. New since 11 PM: per-bus audio sound-instance caps, Ambient and Dialogue sliders, authored M67 frag loot, air-support save/load, and a camera clamp that recovers itself from NaN errors. Every change is compile-gated by the Lead and flagged for a play test.

// selected work

Black Swan and other projects

Black Swan

A large, systems-heavy Unity RTS/FPS with seamless switching between RTS command and first-person combat. Guns are built from swappable parts and materials. Grenades and an airfield with planes and bombs landed Oct 16, 2026.

UnityRTS/FPS349 jobs closed

playblackswan.pages.dev → · Facebook page →

Complete VR Studio

VR app plus its website and payment system, built in under 24 hours — including a blockchain-based payment method on the site. In talks with smart-glasses makers.

completevrstudio.pages.dev →

VRWebPayments<24h

Vietnam RTS remake

Reverse engineered a 2004 RTS (Sudden Strike lineage), unpacked its data files, and built a Unity remake prototype using the original's real unit and weapon stats — stress-tested with hundreds of units.

Reverse engineeringData extractionUnity

Black Swan, in pictures

Black Swan site key art
Black Swan site key art
In-game: RTS command view
In-game: RTS command view
In-game: first-person combat
In-game: first-person combat
Airfield and planes, landed Oct 16, 2026
Airfield and planes, landed Oct 16, 2026
Horde mode, greybox build
Horde mode, greybox build
Roadmap page on the Black Swan site
Roadmap page on the Black Swan site

Other projects

Everything I've built: real counts where they exist, a description where they don't.
Everything I've built: real counts where they exist, a description where they don't.
Lines of C# by project (tracked files): Black Swan 295,626, Vietnam Remake 3,466, SSRW 3,326 (log scale). Oct 2026.
Lines of C# by project (tracked files): Black Swan 295,626, Vietnam Remake 3,466, SSRW 3,326 (log scale). Oct 2026.
black swan stat cardvietnam remake stat cardcomplete vr studio stat cardssrw project stat cardblack swan site stat cardai pipeline portfolio stat card

Reach

Facebook insights, last 28 days (Sep 23 - Oct 20, 2026): about 3,100 combined views across the Black Swan page and my profile, with zero paid ads on a page about two weeks old.

Facebook insights, last 28 days. Organic only.
Facebook insights, last 28 days. Organic only.
Top 5 Black Swan reels by views. Facebook insights, Sep 23 - Oct 20, 2026.
Top 5 Black Swan reels by views. Facebook insights, Sep 23 - Oct 20, 2026.
Black Swan page views by content type: 94.3% Reels. Sep 23 - Oct 20.
Black Swan page views by content type: 94.3% Reels. Sep 23 - Oct 20.
How people found the page: 96.3% via Reels. Sep 23 - Oct 20.
How people found the page: 96.3% via Reels. Sep 23 - Oct 20.
Profile views: 83.1% from non-followers. Sep 23 - Oct 20.
Profile views: 83.1% from non-followers. Sep 23 - Oct 20.
// about

Not a beginner with a chatbot.

I've been programming for 18 years, since I was 14 — mods, games, and software. I'm a modder and reverse engineer at heart: I know what the code is doing, which is exactly why I can run AI agents at this scale and trust what ships.

"AI is the wind under my wings."

What I bring to your project

  • Game dev — Unity gameplay systems, RTS/FPS, weapons, AI, VR
  • Reverse engineering — data unpacking, legacy formats, faithful remakes
  • Full stack — sites, payment flows, deploy-ready builds
  • Throughput — parallel agent loops with documented handoffs
  • Range: hydrocarbon extraction, CNC/manufacturing training, modding and reverse engineering, a VR app, an AI art page, and Black Swan. I build systems, whatever the field
  • Logistics — U.S. citizen · remote or relocate
// contact

Got a backlog? Let's close it.

Game dev contracts, Upwork, micro1, or one-off gigs.

jacobjc75@gmail.comGitHubLinkedInRésumé