muend.
Applied simulation · LLM development game

Pixel LLM

A game about building a language model: ten stages from data collection to launch, where upstream decisions carry through to a final model card.

In developmentGodot 4.7.1EN / TRWorking title
EngineGodot 4.7.1 · GDScript
StructureOne run = one model, ten stages
TiersIntern ≈15 min · Researcher ≈25 min · Frontier ≈35 min
LanguagesEnglish and Turkish
TargetsWeb demo first, then desktop
StatusIn development · internal builds 0.2.0 · not yet released
Why

The pipeline is the game

Most people meet a language model as a chat box. Everything that decides how it behaves happened earlier: which data was collected, what was filtered out, how text was cut into tokens, how large the network is, what it was rewarded for.

Pixel LLM makes those ten stages playable and, more importantly, makes them depend on each other. A corpus cleaned carelessly in stage two produces noisier patterns in pre-training and a blurred view of the questions at evaluation. A small corpus cannot feed a large architecture. The player learns the pipeline by living with its consequences.

Fig. 01

Ten stages, one model card

Stages do not know about each other. Each receives the model's profile, returns a validated result, and the run controller applies it. That contract is what lets a decision in stage one still matter in stage ten.

Fig. 01 / Run structure and carry-over
PIXEL LLM / ONE RUN, ONE MODEL GODOT 4.7.1 · EN / TR · WORKING TITLE 01 / TEN STAGES EACH STAGE: A STRATEGY CHOICE, THEN A MINI-GAME 01 · ARCHIVE DATA COLLECTION 02 · CLEANING DEDUP · QUALITY FILTER 03 · TOKENISER VOCABULARY SIZE 04 · ARCHITECTURE LAYERS · HEADS · PARAMETERS 05 · PRE-TRAINING COMPUTE · LOSS 06 · EVALUATION BENCHMARKS · WEAK SPOTS 07 · SFT ASSISTANT BEHAVIOUR 08 · RLHF PREFERENCES · PERSONA 09 · RED TEAM JAILBREAK DEFENCE 10 · LAUNCH QUANTISE · API · WEEK ONE 02 / WHAT CARRIES OVER UPSTREAM SHORTCUTS SURFACE DOWNSTREAM DIRTY CORPUS → NOISY PATTERNS, BLURRED EVALUATION STAGES 01–02 SHAPE WHAT 05 LEARNS AND WHAT 06 CAN SEE SMALL CORPUS → AN OVERSIZED MODEL STARVES CORPUS VOLUME SETS THE PARAMETER BUDGET IN 04 03 / STATE FEATURE VECTOR STATS + TRAITS UPDATED BY EVERY STAGE · EACH RESULT VALIDATED AT ITS BOUNDARY THREE TIERS INTERN · RESEARCHER · FRONTIER MODEL CARD · GENERATED FROM STATS + TRAITS · A NEW RUN BUILDS A DIFFERENT MODEL
Design

How a run is shaped

Stages10

Data, cleaning, tokeniser, architecture, pre-training, evaluation, SFT, RLHF, red team, launch.

Tiers3

Intern is correct but simple, Researcher adds real tensions, Frontier stays close to real practice.

Run length15–35 min

Short enough to replay, so a different decision can be tried the same evening.

EndingModel card

Generated from the stats and traits the run accumulated; each stage closes on one of at least three archetypes.

Engineering

Game logic that runs without the engine

Rules, formulas and the economy live in engine-independent code with no scene dependencies, so they can be unit-tested and rebalanced without launching the game. Scenes handle presentation and input only.

  • Balance values sit in JSON tables validated against a schema at load, not in code.
  • Every stage extends one base contract and returns a result that validates itself at its boundary.
  • Saves are written atomically with an automatic backup and a migration hook.
  • All player text goes through translation keys from the first day, English first.
Film

Trailer and a minute of play

Captured from the current internal build.

Trailer · 20 s
Gameplay · 60 s
Status

In development under a working title. Internal web and Windows builds exist, external playtesting comes next, and no store page is live. The repository is private, so nothing here links out. The game teaches the pipeline; it does not train a real model.

Open to collaboration

Build spatial systems that hold up.

© 2026 Muhammed Enes Duran Static site · no trackers
Technical diagram