I make games. Now I help creatives make more with AI.

John Comes

I’m John Comes. I’ve spent 25 years running game projects, teams and companies. Now I build with AI every day, and I help designers and artists do the same, on their own terms.

Career highlights

Games I’ve shipped

Thirty-five-plus titles across strategy, MOBAs, shooters, and battle royales. Here are eight, in the order they shipped.

  1. Command & Conquer Generals: Zero Hour

    Lead Designer and Engineer

  2. The Lord of the Rings: The Battle for Middle-earth

    Senior Designer, Software Engineer

  3. Supreme Commander

    Lead Designer, Lead Content Engineer

  4. Demigod

    Lead Designer

  5. Monday Night Combat

    Lead Designer

  6. Super Monday Night Combat

    Game Director

  7. Planetary Annihilation

    Designer

  8. Hello Neighbor

    Porting studio lead (publisher)

All the games, and what I did on each

What I’m building now

I’m designing the levels of an unannounced dungeon crawler with an AI, in rounds. It proposes, builds, and checks its own work. I approve the plan, give notes, and say go. Drag the slider: that’s round one against round seven of the same crypt.

See how the loop works
The crypt after round 7: candlelit burial niches, stone piers and a red runner leading to the tomb The crypt on the first try: a plain vaulted room
  • Agents inside Unreal Engine 5

    AI tools for artists and designers

  • Immigrationally.ai

    A full-stack product, built with AI

  • A decade-old game, modernized

    Agentic code migration

More of my AI work

How I help teams

Most creative teams don’t need an AI strategy deck. They need someone who has shipped games to sit with them and show where the tool helps and where it doesn’t.

Pipeline review

I find where AI saves real time in your art and design pipeline, and where it would only add noise.

Build the loop

I set up agents, checks, and review loops shaped to your team, with your people making the calls.