Moving off WordPress and adding eight new game worlds
Spent today testing Product Intelligence in ChatPRD, including how we bring in customer conversations from Intercom. Also got this notebook live on Sanity and Vercel and moved off WordPress. In between, I had Codex prep three more podcast photos in Flora and add eight collectible locations to a little game I’ve been building. Apparently collecting animals and auras was no longer enough.
Moving a WordPress site to Sanity and Vercel with Codex
I wanted to move clairevo.com off WordPress and make it easy for both me and my agents to write here. We had already built the new notebook in Next.js. I had Codex connect it to Sanity, import eight journal entries and twelve workflows, and deploy it to Vercel. Each workflow has its own URL and can appear in more than one journal entry.
Codex used the terminal for the code, content import, and deployment. When we needed settings in my signed-in accounts, it used computer use in Chrome. I opened the right accounts, handled sign-in, and approved publishing and the domain changes; it worked through the setup, moved the domain over, and checked the published pages, artwork, and redirects.
That took a lot of the work of moving between accounts and doing manual setup off my plate. Now an agent can create or edit a draft directly in Sanity, and I can review and publish it. Writing a new post doesn’t mean opening a pull request or rebuilding the app.
Generating collectible game worlds and adding them to a working game
A little game I’ve been building already had collectible animals and auras, but it needed more things to earn. I asked Codex to add locations: illustrated places players could unlock and use as the background for their companion. It generated eight worlds and added them to the existing rewards and collection screens.
The locations share a bright fantasy style, but each has its own scene. There’s the floating observatory shown here, a crystal cove, and a rainbow railway through the clouds. Codex used image generation for the artwork and changed the game code so the locations could be earned, collected, and equipped.
Then I tried it in the game. The scenes needed to be bigger, the companion’s aura covered too much of the background, and the images looked soft at the new size. I had Codex adjust the layout and regenerate each location as its own 1672 × 941 landscape. We also made undiscovered locations stay hidden until they were earned.
The useful part was being able to go from “we need more things to collect” to new artwork and a working reward category in the same conversation. I could react to how it actually looked and behaved, while Codex handled the images, code changes, and deployment.