How I use Claude Code

My VRChat assets — shaders and avatar gimmicks — their manual sites, and this site are all made with Anthropic's Claude Code at the center, sharing the work with OpenAI's Codex. Here is how my agents are set up and how each kind of work moves from idea to release.

Setup

Me

Asks for things in plain Japanese and picks from the options offered

Claude Code

Reads the request, hands the work to the subagents and Codex, and reports back

Agents

意匠家 and 技師 are defined as Claude Code subagents (.claude/agents). Codex is called from inside Claude Code.

  • 意匠家 (Ishōka) Design

    Proposes the direction before any code is written: for a page, the palette, type and wireframes; for an asset, how it should look. It only makes proposals and never writes code.

  • 技師 (Gishi) Implementation

    Writes the code and checks it: the site's HTML and CSS, shaders, Unity editor extensions and gimmick setups. Through MCP for Unity it works in the Unity Editor directly.

  • Codex Review and parallel work

    OpenAI's coding agent, called from inside Claude Code. It reviews the code and plans Claude Code writes, and takes on separate pieces of work in parallel.

Skills

  • Frontend Design

    Anthropic's official skill for design that doesn't look templated. Added on October 31, 2026.

  • booth-product-site

    A skill of my own for making the manual sites for my BOOTH products.

  • Superpowers

    A set of skills for how to build, by Jesse Vincent and Prime Radiant. I use brainstorming (answer questions until what I want is clear), writing-plans and executing-plans (write an implementation plan and follow it), and test-driven-development (write the tests first, then the code).

Project notes

  • CLAUDE.md

    Kept in the repository: how the site is structured, the build commands, and the class naming rules. It also says to always reply in Japanese.

MCP

  • MCP for Unity

    An MCP server by CoplayDev that connects Claude Code to the Unity Editor. 技師 uses it to read console errors, edit scenes and prefabs, run menu items and my own tools, and take screenshots to check the result.

Building this site

  1. Me

    Ask

    Say what I want in Japanese, then answer questions from the brainstorming skill until it is clear.

  2. 意匠家 (Ishōka)

    See the proposal

    Before any code, a design direction: colors, type and wireframes.

  3. Me

    Pick and approve

    Confirmations always come as choices, with the recommended one first.

  4. 技師 (Gishi)

    Plan

    Write an implementation plan with writing-plans, then follow it with executing-plans.

  5. 技師 (Gishi) and Codex

    Build and check

    Separate pieces of work are split with Codex and done in parallel. Build, validate the HTML, and look at screenshots in light and dark, desktop and phone.

  6. Codex

    Review

    Codex, called from Claude Code, reviews the code 技師 wrote.

  7. Me

    Read the report

    The report says plainly what could not be checked.

Making VRChat assets

Shaders like DeepFrostIce and avatar gimmicks are made with the same team. 技師 works inside the Unity Editor itself through MCP for Unity.

  1. Me

    Ask

    Describe the shader or gimmick I want to make, then answer questions from the brainstorming skill until it is clear.

  2. 意匠家 (Ishōka)

    Set the direction

    Proposes how it should look, and I pick from the options.

  3. 技師 (Gishi)

    Plan

    Write an implementation plan with writing-plans, then follow it with executing-plans.

  4. 技師 (Gishi) and Codex

    Build

    Writes the shader, the Unity editor extensions that make setup easy (like the Fit To Avatar and Refit buttons), and the gimmick setup for Modular Avatar, building it into scenes and prefabs through MCP for Unity. Where tests can be written, they come first with test-driven-development. Separate pieces of work are split with Codex and done in parallel.

  5. Codex

    Review

    Codex, called from Claude Code, reviews the code 技師 wrote.

  6. 技師 (Gishi) → Me

    Check

    Through MCP for Unity, 技師 reads the console errors and fixes them, runs my tools such as Fit To Avatar for real, and checks screenshots of the scene. Then I try it myself in Unity and VRChat.

  7. Claude Code

    Write the manual

    Writes the manual site (Japanese and English) and the BOOTH product page, and corrects figures such as polygon counts to the measured values.

Rules I keep

  • Confirmations and approvals are multiple choice.
  • Anything that couldn't be verified is written down as such.
  • No force pushes.

Examples

This top page (November 2026)
Redesigned with the Frontend Design skill in a Claude Code cloud session. It went through several directions — a field-guide page, an ice crystal in three.js, a snowflake of guide photos, a photo timeline — before settling on this one.
BOOTH products and their manuals
The DeepFrostIce shader and gimmicks such as HeartBeat, SpiderWeb, Gashadokuro and Regret. Most manuals are in both Japanese and English.
Tools that AI agents can use
ImageGetter can return its results as JSON so Claude Code can call it directly; NuniAvatarToolkit has a Python API; DeskCinema has an agent API and its own skill.
Commit history
As of November 2, 2026, 33 of the 51 commits on main record Claude as a co-author — across Opus, Sonnet, Haiku and Fable models.