TUNIS, TUNISIA · BUILDING IN THE OPEN

I’m Adnen.
I turn curiosity
into something useful.

I’m Adnen Ben Abdelaali, the builder behind AI Games Studio. I’m exploring how Codex-assisted development can help creators turn their ideas into lightweight games—and help people discover the local producers behind them.

French & Arabic contentLocal stories, open workflows
ABADNEN BEN ABDELAALI
TUNIS / TUNISIA
THE REASON BEHIND THE PROJECT

A harvest has a story.
Let’s make it heard.

Tunisian olive oil, dates, traditional products, and the people who make them deserve thoughtful ways to be discovered. My starting idea was simple: use free, interactive experiences at expos to bring visitors closer to those stories.

AI Games Studio is an early prototype of that idea. It combines a visual authoring tool, editable behavior, Blender sprite preparation, and Cocos Creator examples. I want to document the parts that work, be clear about the parts that don’t yet, and make the process useful to another builder.

WHAT I’M BUILDING

One project.
Many things to learn.

Source code, a playable sample, an illustrated guide, and a real prompt-to-result lesson.

The public Harvest Tunisia game sample

AI Games Studio
& Harvest Tunisia

A practical experiment in editable game-making and product discovery. The public sample uses original, redistributable illustrations. The repository explains the 3D workflow and includes a genuine Blender-baked bottle animation.

Try the sample ↗
See a small feature being built ↗
PROPOSED CONTENT CONTRIBUTION PLAN

Build. Explain.
Share the next step.

For my Codex Content Ambassador application, I propose one useful French/Arabic tutorial per month for six months. These are planned contributions—not claims of completed releases or program acceptance.

MONTH 01 / THE FIRST PLAYABLE IDEA

Build a starter game.

Go from a Codex prompt and template to a runnable product-discovery game. Share the starter files and decisions.

MONTH 02 / 3D INTO SPRITES

Bake a little magic.

Use Blender MCP to render a product’s glow and rotation into a transparent sprite atlas.

MONTH 03 / VISIBLE LOGIC

Connect diagrams & code.

Demonstrate supported UML/code round-tripping, revision checks, and the boundary with custom runtime code.

MONTH 04 / EDITABLE BY DESIGN

Make it yours in Cocos.

Edit scene objects and TypeScript, then build an HTML5 version people can try in a browser.

MONTH 05 / REAL-WORLD TESTING

Test on an affordable phone.

Measure loading and responsiveness, share the results honestly, and explore sprite/texture optimizations.

MONTH 06 / A REUSABLE SHOWCASE

Bring the workflow together.

Package a Tunisian product showcase, document lessons, and use community questions to improve the next version.

Each planned release would include reproducible code, relevant prompts, limitations, and community Q&A. The aim is useful teaching—not simply a polished final screenshot.

EXPLORE THE WORK, NOT JUST THE PITCH.

See how it’s made.
Then make it your own.