Matthew Berman demonstrates a browser ocean simulation with weather and lighting controls, a playable knockout game, and a Lego-building tool that converts descriptions into parts and step-by-step instructions. Matthew Berman emphasizes asking the model to inspect its own work through screenshots, recordings or direct play instead of assuming that generated code works.
Matthew Berman also explores an Unreal Engine recreation of San Francisco and game prototypes made by colleagues. The demonstrations show extensive environments and interactive behavior, but Matthew Berman notes clipping, shimmering surfaces, imperfect shadows, weak sound and occasional computer overload. The city project took multiple days and millions of tokens, so the impressive result was not an instantaneous one-prompt build.
Matthew Berman compares reported benchmarks and pricing with Opus 5.5, describing similar performance in his tests at roughly half the token price. These are the presenter's observations and cited model results, not an independent benchmark evaluation; the examples highlight both practical creative possibilities and the need to check quality, runtime costs and failure cases.
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