Episode 1 · 3D modeling & printing

Race the Ghost: a board game built in a weekend, with a Crew of AI

A 3D-printed Halloween game for my kids, published on MakerWorld. The printing was the familiar part. Everything around it changed.

27 October 2026·5 min read· Bambu P1S + AMSOpenSCADCrew
Title frame of the Race the Ghost tutorial video: a dark purple board with twenty orange numbered stones, a purple house and a ghost shouting Boo.
1 dayfrom brief to a published model
4AI personas on the project
3,000simulated games per setup
2–3 hof print time saved by hand edits
109 stutorial video, English and Hebrew

The build

One brief, four personas, eight steps

I wrote one task in Crew: a simple Halloween game, printable in under 15 hours, AMS-friendly. The personas handed the work to each other. I stayed on the printer and the playtest.

1

Brief

One task: simple game, ≤15 h print, 4 colours.

Me
2

Game design

Three concepts, one picked. Rules, board, learning goal.

Game Designer
3

CAD

Parametric OpenSCAD, 19 STLs, print guide.

3D Model Designer
4

Fix & print

Simplified the model, sliced, printed the set.

Me
5

Publish

Listing on MakerWorld, Halloween design contest.

Me
6

Playtest

Played with the kids. Rules changed. Game renamed.

Me + kids
7

Rules sheet & video

A4 sheet and a 109 s how-to-play, both EN + HE.

Game Designer · Motion Designer
8

Track

Daily MakerWorld stats, logged without asking.

Secretary
MeAI persona in CrewProject opened 7 Oct 2026 · model live on MakerWorld 8 Oct · video 19 Oct

What AI changed

Three things I would never have done by hand

Not the modeling. The parts of a project that usually get skipped because the printer is already running.

Biggest change

1 · The branding around the model

A how-to-play video, a picture-led rules sheet, and a listing image. In two languages. For a game that took one weekend. Before, a model went up with three photos and a paragraph.

How it was made

The Motion Designer persona wrote a storyboard, I approved it, and it rendered the video from code (Remotion), with music and sound effects synthesized in Python. The Game Designer laid out the rules sheet as HTML with inline SVG art, then exported it to PDF. When I renamed the game after playtesting, both were regenerated from the new rules in one task.

2 · Probability testing

Is the game winnable, and not too winnable? Instead of guessing, the rules were played 3,000 times per setup in a simulation. Target: kids win 70 to 80 percent of games. Easy enough to be fun, hard enough that the ghost matters.

What the simulation showed
  • With the regular die the kids win 81 to 86 percent of games. Slightly generous, which is right for ages 3 to 6.
  • The small-numbers die drops that to 64 to 74 percent and makes a longer game. That is the "hard mode" in the rules.
  • Starting the ghost one tombstone closer costs the kids about 5 to 10 points. That became the "even harder" variant.

Kids' win rate, co-op mode

Regular dieSmall-numbers die

3,000 games per bar. Ghost starts on the tombstone matching the player count. Hover a bar for game length.

3 · Exploring ideas

I asked for "a simple Halloween game". I got three concepts scored on fun, learning value and print cost, with a recommendation and the reasoning. I picked in a minute. On my own I would have built the first idea that came to mind.

Why the co-op race won

Everyone wins or loses together, so the youngest never loses alone. The numbered track doubles as a counting exercise, and the lantern stones on 5, 10 and 15 give a reason to count carefully. The other two were kept as possible expansions.

Picked

Beat the Ghost Home

Co-op race on a 1–20 track. Reach the house before the ghost.

Fun
Learning
Print cost
Expansion

Candy Cauldron

Roll, collect candy tokens into a ten-hole cauldron. First full cauldron wins.

Fun
Learning
Print cost
Not chosen

Spooky Memory

24 printed picture tiles, matching game.

Fun
Learning
Print cost

Where I stepped in

Two places the AI still needed a human with a printer

OpenSCAD render of the board: black base with orange numbered stones, white lantern stones and a purple start pad, all as separate colour inlaysSaved ~2–3 h of printing

The model printed fine. It printed slowly.

The 3D Model Designer did exactly what it was asked: a four-colour board with every numeral and stone as a 0.6 mm inlay, one STL per colour. Clean, parametric, no supports. But multi-colour top layers mean filament swaps and purge on every layer of the colour band.

What it should have said: "paint the numbers". I modified the model by hand and cut around two to three hours off the print. An AI will optimise for the constraint you wrote down, not for the one you forgot to mention.

OpenSCAD render of the ghost pawn, a rounded cone with eyes and a scalloped baseFound by playing, not simulating

Simulation finds imbalance. Kids find holes.

The rules read fine on paper and won 3,000 simulated games. Playing them at the kitchen table is what turned "Beat the Ghost Home" into "Race the Ghost": a second, competitive mode for the older kid, both dice the same colour, the age rating lowered to 3+.

The more complex the game, the more this matters. A simulation checks the rules you wrote. A four-year-old checks the rules you meant.

My project rating in Crew: 5 of 5. "The result was excellent. The only problem was that the 3D model designer created number plates instead of telling me to paint the board."

Before / Now

The same project, two ways

Flip the switch. Same hobby, same printer, same kids.

  • IdeaThe first idea that came to mind, and straight into CAD.Three scored concepts with a recommendation. Picked one in a minute.
  • RulesExplained out loud at the table, slightly differently each time.A design document, a one-page illustrated sheet, EN and HE.
  • Balance"Feels about right." Adjusted after the kids got bored or frustrated.3,000 simulated games per setup before the first print. Variants tuned from the numbers.
  • ModelEvenings in CAD, measured and tweaked by hand.Parametric OpenSCAD from a spec. Still needed my hands for print efficiency.
  • TutorialNone. Maybe a photo of the rules on a napkin.A storyboarded, captioned video in two languages, rendered from code.
  • PublishingThree photos and a paragraph, then forget about it.Listing text, banner, video, and a daily stats log kept by the Secretary persona.
  • My jobEverything.Brief, decisions, printing, playtesting. The parts that need a human.

By the numbers

The print set, and the first ten days on MakerWorld

The print set

9 plates · 4 AMS colours + glow PLA · estimated 9.4 h
PlatePartColoursEst. time
1–2Board, two halves with puzzle tabsBlack, orange, purple, white5.0 h
3–6Pawns: pumpkin, cat, bat, skullTwo colours each2.4 h
7GhostGlow-in-the-dark PLA0.8 h
8–9Dice: regular and small-numbersOrange1.2 h

Board 230 × 230 mm assembled, 3 mm thick. No supports anywhere. Times are the spec estimates before my edits.

MakerWorld, 17 to 26 October 2026. Logged daily by the Secretary persona.

Takeaways

What I'm taking to the next build

Write the constraint you care about.

"Under 15 hours" got me a 9.4-hour set. "Minimise colour changes" would have saved the evening I spent fixing the board.

Spend the saved time on the wrapper.

Video, rules sheet, listing. That is what AI made cheap, and that is what people see first on MakerWorld.

Still play it.

A simulation told me the odds. The kids told me the game needed a race mode. Both were right.