Personal project · 2026
I'm not a 3D artist or a coder. I'm a director: I had a clear vision, and years of directing artists taught me where to push.
Play with her on my homepage →
A tribute to the Super Mario 64 title screen, made over weekends and evenings. AI tools did most of the making. I designed the concept, directed every round, and refused to ship anything that wasn't right.
01March
On the Super Mario 64 title screen you can grab Mario's face and stretch it. I wanted that on my homepage, with my face and my real NASA cap. I developed the look in Gemini, then made front, side and back views for the 3D tools to work from.



02March 13
Before learning anything, I tested the shortcut: one brief, asking Claude to build the whole thing on its own. This is what came back. That was good news. It meant there was a real project in front of me.

03March
I've directed CG artists for eight years, and I wanted to do every step myself. After two weeks in Blender, I could see how much craft it would take to get the look I wanted. I stopped, kept the cartoon style, and put the project down for five months.
I will not hand off any steps.
I'm having fun learning, but it'll take me a decade to make this look the way I want.
04August
In August I came back to the original Meshy head. It was heavy and messy, so I asked Claude to simplify the geometry, retopologize it and clean it up, then cut a jaw so she could open her mouth. A model that heavy was beyond what it could clean by script. The mesh stayed cracked, with broken edges in the hair and holes in the cap, and the jaw cut tore the lips into a flap. Claude could measure the geometry, but it couldn't see what was wrong.




Screenshots and recordings from the August 22 session.
You can't really make 3D models. You're good at the code and interaction side.
05August – September
I set the model aside and worked out the interaction with a flat photo cutout of me: the warp, the spring and the snap-back. It took seventeen versions. When grabbing the middle folded the face over itself, I diagnosed the bug that Claude's fixes kept missing. This is version 14. It worked, but when I tried to give her expressions with video, the tools changed my face too much, so I went back to 3D.
06Early October
The 2D version showed me she needed real facial reactions, which meant an animation system. Modeling had been hard enough that I didn't want to take on rigging. Then a Nomad Sculpt tutorial showed me layers: sculpt a second version of the face and slide between the two. For cartoon reactions that grow with how far you pull, that was exactly right. I sculpted a surprised face, and the length of the stretch became the slider.
October 2: the first test. Pull further and the mouth opens further.
07October
For that sliding mouth to work on the final, painted model, the model needed a mouth that could open. Claude kept cutting the mouth along the painted lips, and each fix made it worse. I stepped back to understand how it was approaching the problem, then explained how I'd do it by hand in my own tool: cut along the edge loop already in the model's wireframe. Claude had convinced itself of a different method. Once it followed the loop, the mouth opened cleanly.



Cut along the wireframe lines, not along the painted lips.
08October
I playtested eighteen builds and gave notes the way I would to an animator. A small pull leaves her face stretched, so you can pose a funny face. A big pull snaps everything back to normal. Leave her alone and she dances, then falls asleep. Most visitors stay about 20 seconds, so the best reactions happen early.
Have her eyes dart back to the visitor now and then, like she's asking, "Are you really doing this?"
09October
I added a game: find each of her reactions to earn a star. Playtesting showed it didn't work. Each reaction is set off by something you can't see, like how hard or how often you pull, so players couldn't tell what to do, and the hints didn't help. Even I struggled to earn stars on purpose. The original Mario head has no goals, and it's still fun. I removed the game and kept the reactions.




Should I just remove the game? This is supposed to be fun.
10October
The head was done. The hard part was introducing me next to it. I had Claude run art direction, UX and copywriting rounds, with real comps for each. Every version put my name and headline in a separate block below her, so the toy and the introduction felt disconnected. Claude's pick was my name in giant letters behind her. I passed, slept on it, and came back with the answer: cartoons talk in bubbles. Now she introduces me herself.
Homepage review: Claude as art director, me as creative director




What shipped
Me: Approved
I'm not sure about my name in giant yellow letters behind her.
March to October

Nine versions of the same face, rendered from each stage of the build.
Claude wrote the code. I made her fun, and made her feel like me.
Who did what
Concept, character and art direction. My own Blender and Nomad sculpting. Every playtest and QA note. The interaction rules. The key fixes: keeping the snap-back, using the stretch as the slider, and the edge-loop cut. Music, copy and shipping.
All the code: WebGL, physics, eyes, behavior, sound and site integration. All mesh surgery by script. Research into how the original Mario head worked, which led to its proposal for escalating reactions. I approved it and kept tuning it until each reaction felt earned.
Meshy and Tripo for the models, Nomad Sculpt and Blender for my sculpting, Gemini for concepts and graphics, Runway, Topaz, and licensed music from Envato.
How she works
Try it on my homepage.
In March I said I'd be hands-on for every step. I was, long enough to learn what the tools could and couldn't do. Then I handed off much of the implementation, but none of the judgment. That's the job I'd do on any team now that AI is part of every pipeline: know what good feels like, say exactly why something isn't there yet, and refuse to ship until it is.
A process video for this piece is coming to YouTube.