Need
Web game stack
Why it's needed
A practical default for browser-based game UI plus the rendering layer.
Define a game plan and let Codex build and test it in a live browser.
Use Codex to turn a game brief into first a well-defined plan, and then a real browser-based game. Leverage our Imagegen skill to generate visual assets, and let Codex test the game in a live browser to iterate on controls and UI.
Related links
Building a game is one of the clearest examples of where Codex helps with more than code generation. A real game usually needs a written concept, a rendering layer, frontend shell work, backend state, asset production, and constant visual tuning
This use case works best when Codex starts by writing down exactly what the game should do, then iterates using Playwright interactive to test the game in a live browser.
Before Codex scaffolds anything, ask it to create a PLAN.md that defines the game in concrete terms:
That plan matters because “build a game” is too vague on its own. Codex needs to know how to implement each part of the game, and often refer to the implementation details as it builds.
You can activate plan mode with the /plan slash command.
Take the output and save it to a PLAN.md file.
To make sure Codex follows the plan, verifies its work and uses the right tools, define an AGENTS.md that looks like this:
# Game name
<Type of game>
Tech Stack:
- NextJS for frontend (hosted on Vercel)
- <insert technology> for rendering
- Fastify for backend, websockets (hosted on <hosting platform>)
- Postgres for database (hosted on <hosting platform>)
- Redis for caching and pub/sub (hosted on <hosting platform>)
- OpenAI for generative AI features
Tips:
- Use build and test commands to verify your work as soon as you complete a feature or task
- Use the PLAN.md file to guide your work when building new features
- Log your work under .logs (create new log files as you see fit) to record your thought process and decisions, and reference them when iterating on features
- Use playwright to test the visual output of your work, and iterate if it doesn't look right or fit the vibe
- Use the imagegen skill to generate visual assets for your work, and every time you generate a collection of assets, save the prompts you used to be able to continue generating more of the same assets later (create files in .prompts)
- Use Context7 MCP to fetch <rendering framework> docs
This allows Codex to run independently for a long time, and use the relevant skills as needed.
Add the skills mentioned in the AGENTS.md file:
Learn more about how to add skills in the skills documentation.
Tip: Ask Codex to save prompts for image generation in a file so that visual assets are all consistent. Give directions on the style of assets you want to generate, and let Codex come up with detailed reusable prompts.
Codex will generate a first version of the game based on the initial plan.
If you have a lot of image assets that need to be generated, this first version can take a while, sometimes several hours. Since Codex can test its work and try the game in a live browser, it can go on for a long time without any input.
The more defined the plan, the better the final output after the first iteration.
As you test it out, iterate as needed by providing screenshots, asking for gameplay changes or updates to visual assets, until you are happy with the result.
Need
Default options
Why it's needed
Need
Web game stack
Why it's needed
A practical default for browser-based game UI plus the rendering layer.
Need
Backend stack
Why it's needed
A strong default when the game needs persistence, matchmaking, leaderboards, or pub/sub.
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