MiniMe Squad app icon

Own product, built with AI

MiniMe SquadYour photo becomes a tiny hero.

Take a photo and the game turns you, your family, your dog or even your favourite mug into a MiniMe character. Then the house fights back: bugs, slugs and ten bosses come for your squad, and you swipe to throw your minis at them.

New course, coming soon: how one founder built this whole game with AI. Join the waitlist
Get the course firstMeet the squadComing soon to the App Store
100
levels
10
rooms
10
bosses
114
automated test suites
Photo to mini

The game in seven screens

Your selfie becomes a hero
Swipe, throw, squash
Meet the most wanted bosses
10 rooms, 100 levels
Collect the whole squad
Make a mini of anything
Unleash epic powers

Photo to mini

One photo. Two looks.

Players choose a cartoon mini like the characters already in the game, or a slightly more lifelike one. Each example below is one photo and the two minis the game made from it.

Photo of Nana
Nana as a cartoon mini
Nana as a lifelike mini
PhotoCartoonLifelike
Photo of Grandad Ray
Grandad Ray as a cartoon mini
Grandad Ray as a lifelike mini
PhotoCartoonLifelike
Photo of Barry
Barry as a cartoon mini
Barry as a lifelike mini
PhotoCartoonLifelike

Make a mini of anything

People were only the start. A muddy boot, a tea mug, a cactus or the cat: point the camera at it and it joins the squad with a face, arms and an attitude.

The model was tested on bottles, glasses, grass and trainers first, to learn what it can turn into a character and what it cannot.

Muddy boot, tea mug and cactus turned into minis
Early test: a bottle, glasses, grass and trainers turned into characters

The squad

Every mini flies differently.

The throw is what a player does hundreds of times, so every character has its own joke in the air. The gag is always the same: they stay themselves while being thrown across a kitchen.

Classic Me, a MiniMe character

Classic Me

Flies cape first

Nana, a MiniMe character

Nana

Arrives walking frame first

Grandad Ray, a MiniMe character

Grandad Ray

Cane out like a lance

Fresh Barry, a MiniMe character

Fresh Barry

Rides the duck in

Snoozy Suzie, a MiniMe character

Snoozy Suzie

Sleeps through the whole flight

Captain Kath, a MiniMe character

Captain Kath

Rolls around the tea, never spills it

Biscuit, a MiniMe character

Biscuit

Still chasing the ball

Mavis, a MiniMe character

Mavis

Refuses to participate

Chloe, a MiniMe character

Chloe

Never looks up from the phone

And you

Your mini gets its own random signature throw too.

The game

Ten rooms. Ten bosses. One very busy house.

Your minis huddle in the middle of the room and pests come from every side. Drag outward and let go to throw. Anything that reaches the huddle eats one. Each room has its own twist, from bathwater to lights out, and ends with a boss.

Swipe to throw
Wanted posters for the bosses
Rooms including the bath
Mega Me power

Powers

Charged in play, upgraded in the shop.

nuke power
ice power
bolt power
mega power

Weapons and gear

Bombs, boomerangs, magnets and a rally horn that calls in recruits.

bomb item
boomer item
magnet item
horn item

In motion

Made with AI

The marketing films are made with the same tools as the game: AI video for the cinematic shots, real gameplay for the rest.

A snail from the garden joins the squad

30 second promo, sound on

How it was built

From one AI image to a mobile game.

MiniMe Squad is James's own product and his test bed for the newest AI tools. The aim was to find out what is really possible now, and what still needs an engineer in the room.

8 September 2026

One photo, one prompt

It started as an experiment: a single photo of James turned into a crowd of tiny versions of himself running around The Utopia Studio. The question was simple. Could this become a game people want to play with their own face?

AI image of James surrounded by tiny versions of himself

Two days later

Five game ideas, one winner

Five directions were drawn up side by side with the AI: throw, gate, crowd rush, lanes and slingshot. The throw won, because it is the moment players repeat hundreds of times and the moment people film.

Five early game directions: throw, button gate, crowd rush, lane swarm, slingshot raid

Probing the models

Testing what the AI can really do

Faces, glasses, side profiles, sunglasses, groups, pets and everyday objects were all pushed through the image models to find where they break. What broke, and what finally made it reliable, is a full chapter of the course.

Style test: each photo beside its cartoon and lifelike mini

First playable

A real game in a browser, then on a phone

The game was built first as one fast web game that plays in a browser, then wrapped for iOS and tested on a real iPhone through Xcode, change after change.

Early prototype: mini studio and the first level

The toolkit

The newest AI tools, used for real.

Not a demo. Here is the stack that shipped the game. How the characters were made, animated and filmed, and how each tool was really used: that is in the course.

Claude

Wrote, tested and shipped the game code with James: features, test suites, releases and the playbook.

Capacitor and Xcode

One web game wrapped as a native iOS app, archived and sent to TestFlight.

Firebase and Google Cloud

The server: mini generation, purchases, support messages and crash reports.

PostHog, AdMob, SendGrid

Analytics, rewarded adverts and player support email, wired in from the start.

Refining what is possible

Fast with AI. Right with engineering.

AI made the first version quick. What made it a product was the discipline around it: tests, measurement and a written playbook of over 150 lessons, so the next build starts where this one finished.

Inside the course

01🔒 In the course

Photo to character

How a selfie becomes a consistent game character, and the rules that stopped the AI getting it wrong.

02🔒 In the course

A whole game, built with Claude

The working method that took one person from a single image to a game on TestFlight.

03🔒 In the course

Tests that catch what AI breaks

Why AI-written code needs a different kind of testing, and the bug that froze the shop on a real phone.

04🔒 In the course

Art and films with AI

Bosses, creatures and cinematic videos, without burning credits on the same mistake twice.

05🔒 In the course

Payments, adverts and launch

In-app purchases, rewarded adverts, analytics, support and the App Store submission.

06🔒 In the course

The playbook

Over 150 written lessons from the build, so your next one starts where this one finished.

Character cards: Grandad Ray, Fresh Barry and Biscuit
Every character gets a personality, not just a face
Early home screen of the prototype
An early home screen, long since redesigned
Early room map with bosses
The first room map and boss path

The course

How MiniMe was built. Coming soon.

A short, self-paced course behind the scenes of the whole build: the tools, the prompts, the mistakes and the fixes, from the first AI image to a game on a phone.

Be first in line

Waitlist members hear about the course before anyone else.

Only emails about the course. Reply to any of them to be removed.

James at The Utopia Studio with tiny AI versions of himself

Why this matters for your product

The same playbook, pointed at your idea.

  • Find out quickly what the latest AI can and cannot do for your product, with real tests, not opinions.
  • Get a working version in front of users in weeks, then harden it: payments, analytics, support, crash recovery.
  • Keep the build measurable and documented, so it does not fall apart at ten thousand users or when a developer joins.

Got an idea that needs building?

Bring the idea. James brings the engineering, the latest AI tools and the experience of shipping it.

MiniMe Squad is published by Unique Interactions Ltd. Already playing? Help is inside the app, or see app support.