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Mohammad Rafaquat Alam
Mohammad Rafaquat Alam

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Vibe coded an AI level designer where agents plan and algorithms build using IBM Bob 2.0

Describe a level in plain words and play it a minute later.

Live demo: https://neuro-level-designer.vercel.app
Code: https://github.com/raf-xtgt/neuro-symbolic-level-designer

The problem

Making 2D isometric levels is slow. You slice spritesheets by hand, tag every tile (floor? wall? walkable?), paint the map tile by tile, then write loader code. Asking an AI to "just generate the map" fails too: raw tile grids drift, use tiles that don't exist, and give you maps you can't walk through.

The idea: AI agents plan, algorithms build, a validator guarantees

I split the work so AI only does what needs judgment. Everything that must be exact is plain code.

1. Data Ingestion. Upload any isometric spritesheet. Algorithms detect the tile size and slice every sprite. Four AI agents then inspect each tile in parallel (boundary, classification, collision, entity), each answering in a strict schema. A harmonizer merges their answers in code and only asks the AI again where the agents disagree. The result is an asset catalog, cached so the same sheet costs nothing next time.

2. Level Planning. A Topology Agent turns your prompt into a room graph (rooms, directions, corridors, enemies, style), never raw tiles. Algorithms build the exact isometric grid, place the player, zombies and exit, dress the rooms, and seal the level with a hedge. A validator checks the level is playable: a path from spawn to exit exists and every room is reachable. If a check fails, structured errors go back for a new layout or a new plan, in a self-healing LangGraph loop.

3. Execution. An AI agent designs zombie behavior per room (patrol, guard the exit, wait until you're near), as data, never code. Compilers write a standard Tiled map, templates generate typed Flame (Dart) code, and a verification engine runs 6 checks, including dart analyze on the generated code.

Then you press Try Out and play it in the browser, or download the bundle for your own Flame game.

Stack

Flutter web + Flame, FastAPI, LangGraph, Pydantic structured output, OpenCV. The backend runs on Cloud Run and the frontend on Vercel.

How I built it

I built it for the IBM Bob 2.0 Hackathon. One orchestrator session wrote the architecture and a precise prompt for each task. A coding agent implemented each task, and I reviewed it with tests and browser checks. IBM Bob built the first five tasks: the map and tileset compilers and the first playable game. After my Bob credits ran out, I continued with Claude Code using the same workflow. Every prompt is in the repo under bob_sessions/.

Try it: https://neuro-level-designer.vercel.app

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