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Project2026 - Present·Solo founder — architected, built and operated end to end

Sushibelt — AI Workflow & Game-Asset Platform

Built solo from January 2026: a visual, node-based orchestrator for multi-step AI workflows, with a complete game-asset pipeline from concept image to rigged, animated, PBR-textured model in Unity. Sixteen inference providers sit behind one adapter, runs execute as an async DAG on an SQS worker, and every step is charged against a credit ledger with per-provider markup.

app.sushibelt.ai
status
Production — closed beta with real users
timeline
Empty repo (Jan 2026) to production (Jul 2026)
surface
16 AI providers · async DAG worker · credit economy · marketplace

Context

Small game teams and solo developers can reach dozens of generative models — image, 3D, texture, audio, LLM — but every one has its own API, its own billing and its own failure modes, and none of them knows what a game asset needs to be. Getting from a concept sketch to a rigged, animated, PBR-textured model in Unity meant stitching five or six services together by hand, every time.

Sushibelt is the platform I founded and built solo to close that gap: a visual, node-based orchestrator where a workflow is a graph, each node runs on whichever provider suits it, and the output lands where the game is.

The Challenge

Three things had to be true at once, and each is a full product on its own. The orchestration had to be real — long-running, multi-step, partially failing runs across sixteen providers, not a single prompt-and-response. The money had to be honest — every step costs real inference, so charging, reservations, refunds and vendor payouts had to be exact to the cent. And it had to be a product people could be invited into, with a library, sharing, a marketplace and an assistant, rather than an internal tool.

Doing that alone, from an empty repository in January 2026, set the fourth constraint.

Approach

I built the whole stack: Next.js 15 on AWS Amplify SSR for the application, Supabase for data, auth, storage and Realtime, a Python worker on SQS for execution, and Stripe for money. One person cannot afford a service mesh, so every piece was chosen for how little of it there is to operate.

Agentic development is what made the scope viable. The work runs as spec → plan → build under a written framework of agent roles, playbooks and cross-domain contracts, with review passes that measure the product against real data rather than the plan. Several of the most important defects — a storage quota that failed open past a thousand assets, an ownership check that trusted a public-read RLS policy — were found by those reviews, not by users.

Architecture

A workflow is a DAG. The dispatcher walks it, routes each node to a provider by node type with fallbacks, reserves credits at dispatch, and hands long-running steps to the SQS worker, which calls results back into the app. Sixteen providers sit behind one adapter, so the 2D → 3D → rig → animate → PBR → Unity lane is a single graph a user can run, version and share.

Money runs through one ledger. Every charge, refund, subscription refill and bonus is a row; reservations are taken at dispatch and reconciled on completion; marketplace vendors are paid out through Stripe Connect. Storage is metered against a per-team quota summed in the database. Multi-tenancy is enforced with Row-Level Security, with explicit ownership checks on any table that is public-read.

The AI layer is being built on top as five dependent features: retrieval with pgvector over the library and model catalogue, assistant memory the user can read and edit, a typed tool registry with an audit table, a goal-driven orchestration loop under a credit budget, and MCP exposure for headless use.

Outcome & Impact

In production since July 2026 in its own AWS account, with a closed beta of invited users, a verified money path, a vendor marketplace, and the complete game-asset lane. The platform is also the asset and capability supply for the rest of my portfolio — the reference for what a modern AI product costs to build and run when one person builds all of it.