In this hands-on lab session, Matt Maher works live to take a mobile Spades card game all the way from a design concept to a finished, high-polish product. The workflow chains together three tools: Claude Design to generate the visual concept, Claude Code (via the Claude desktop app) to orchestrate the build, and the Fable model, running on its highest "extra" effort setting, to actually construct the game. The theme running through the whole demo: you do not have to specify every feature to get a complete, professional result. You just have to orient the agent at an objective level and let it evaluate its own work.
Matt frames the session as an experiment in pushing these tools as far as they can go. The ambition is to set the build up so that it reaches a final, high-fidelity product in roughly a "one shot or maybe a two shot" run, with minimal hand-holding along the way. The end state he wants is not a rough prototype but something that feels like a class-A, shippable, "win awards with it" game.
The design phase happens in Claude Design, reachable at claude.ai/design or as a panel inside the Claude desktop application. Clicking the button opens a new Claude Design panel identical to the web experience:
The generated design covers a lot of moving parts and screens: dealing, bidding, viewing your hand, seeing your opponents, landscape mode, reacting to other players' actions, in-game communication (it is meant to be multiplayer), plus win/lose screens, score screens, settings, and how-to-play. Crucially, Matt did not hand-define every one of these screens. He asked for a lot of sections and let the tool fill in the detail.
The central lesson of the video: "You don't have to know all of this to be able to get all of this." Rather than enumerating every feature, you orient the agent toward an objective, and it works out the pieces. This applies to both the design request and the build request. The design prompt was small, but a few deliberate word choices did a lot of work.
The design prompt was short but pointed. The phrases that made the difference:
Once the design exists, Matt shares it into the build environment. From Claude Design, use Share → More formats and apps. Two paths both work equally well:
docs/Designs folder), then hand the copied prompt to Claude Code and point it at the designs folder.He deliberately avoids sharing as a PDF, because the goal is to capture the actual design assets, not a flattened document. Everything gets built into a fresh, empty spades project folder that also holds a small intent/placeholder document capturing the original request.
Back in Claude Code, Matt starts the build with the /goal command and runs it with Fable on "extra". He instructs it to build from a prepared build request file that contains both a technical build requirement and the design assets. His actual kickoff prompt: "build the builds request file until entirely complete. We want to win awards with this." He notes the run will likely take close to an hour, so he lets Fable build in the background while narrating.
The reason for /goal is the heart of the technique. Instead of stopping at the first pass, /goal tells the agent to continue evaluating its own work against a success statement until it hits the mark:
/goal works even better when you combine explicit build requirements with a looser quality goal. Here the loose goal was simply: make it high fidelity, class-A, playable, award-worthy.The takeaway is that a "very loose set of goals" still works, as long as the objective and the way to measure success are both stated. The agent fills the gap between them.
Matt is careful to distinguish two different prompts in the pipeline:
"You don't have to know all of this to be able to get all of this. You just have to be able to orient your agent at an objective level."
"Build the builds request file until entirely complete. We want to win awards with this."
"That's a very loose set of goals, but it absolutely does work. You'll see that by the end."