Learning AI-DLC building a game, part 12: guards and hooks
AI-DLC's guards stood aside 984 times in this game project, yet still refused the actions that mattered. What each guard protects and what it blocked.
Forward Deployed Engineer · Indianapolis
I work where software meets the business: the internal tools and last-mile automations that rarely get budget or time, yet quietly compound into serious productivity.




Spec-driven AI engineering, end to end.
Issue status, driven by the staging automation
AI-DLC's guards stood aside 984 times in this game project, yet still refused the actions that mattered. What each guard protects and what it blocked.
AI-DLC took a Godot game on AWS from idea to 7 tested units in 9 days. Gates and reviews caught real bugs; AWS and Stripe still found what they missed.
The first AI-DLC unit of a Godot game on AWS, built and verified end to end: 47 requirement IDs on four platforms, 0 failures, and what only AWS found.
AppSync rejected three JavaScript resolvers that passed every local test. A wrong first fix, then EvaluateCode named the real rule in one call.
My experience, skills and current projects in one PDF, in English.
Download résumé