We Built Angry Birds in 30 Minutes: Inside the Claude x Supabase Dublin Meetup
On the 28th of July we filled Hen's Teeth in Dublin 8 for a Claude meetup run in partnership with Supabase. Three lightning talks, a guest appearance from Supabase co-founder and CTO Ant Wilson, a room of people who actually build things, and then the part everyone came for: thirty minutes on the clock to make something real with Claude Code. I used my thirty minutes to build a complete slingshot physics game — six levels, four bird types, destructible towers, synthesised sound, the lot. All 94 photos from the night are just below, and further down you can play the game itself and copy the exact prompt that produced it.

Can you build a real game in 30 minutes with Claude Code?
Yes. At the Claude meetup with Supabase in Dublin on 28th July 2026, I built a complete slingshot physics game inside the 30-minute workshop slot: six levels, four birds with distinct abilities, destructible wood, stone and ice, procedural artwork and synthesised audio. It runs on Matter.js and the Canvas 2D API with no build step and no assets. The game is embedded and playable in this article, and the full source is available to download.
TL;DR
- •A sold-out Claude meetup at Hen's Teeth, Dublin 8, run in partnership with Supabase, with a guest appearance from co-founder and CTO Ant Wilson.
- •Three lightning talks, then a 30-minute build challenge where the whole room shipped something.
- •My build was a full physics game, and it is playable in this article rather than described in it.
- •The exact prompt that built it is published in full here, with a breakdown of why each block of it earns its place.
- •The lesson was not speed. It was that a precise specification beats a clever prompt, every single time.
The night at Hen's Teeth
Hen's Teeth sits in Dublin 8 behind a wall of records, neon and a hi-fi system that is far too good for a tech meetup. It is a strange room to run lightning talks in, and that is exactly why it works. Doors opened at six with food and drinks, and by half past the place had that specific hum you only get when a room is full of people who came to build rather than to be sold to.
The evening ran in partnership with Supabase, and the running order was deliberately tight: three lightning talks of twenty minutes each, a thirty-minute build challenge, then networking until the venue moved us on. The speakers were Pedro Rodrigues, AI Tooling Engineer at Supabase, Teemu Kinos, Supabase Champion and co-founder at Skene, and myself. Ant Wilson, co-founder and CTO of Supabase, made a guest appearance and stayed for the whole night, which tells you something about the crowd.
Running order
- 18:00 — Doors, food and drinks
- 18:30 — Three lightning talks
- 19:30 — 30-minute build challenge
- 20:00 — Networking
The details
- Venue — Hen's Teeth, Dublin 8
- Date — 28th July 2026
- Partner — Supabase
- Tickets — Free, and sold out in advance
What I keep noticing about the Dublin community is how mixed it has become. There were people in the room who ship production systems for a living sitting next to people who opened a terminal for the first time that week, and the gap between what those two groups could produce in half an hour was far smaller than it would have been two years ago. That is the whole story of this era, compressed into one evening.
The night in 94 photos
Before any of the build talk, here is the night itself. Arrivals, the talks, the room heads-down through the build challenge, and the part afterwards where nobody wanted to leave. Use the arrows or your keyboard, or jump around with the thumbnails.

The Hen's Teeth logo etched on the venue window before doors opened
My favourite thing in that set is not any of the stage shots. It is the run of photographs in the middle where forty-odd people are hunched over laptops at the same time, with plates of food going cold beside them. That is what a good meetup looks like at the halfway mark.
Thirty minutes on the clock
The build challenge is simple and slightly cruel. Thirty minutes, Claude Code, and whatever you can get to actually run by the end. No slides about what you would have built. It either works on the projector or it does not.
I picked a physics game on purpose. A dashboard can look finished and be quietly wrong; nobody in a dark room can tell whether your totals reconcile. A slingshot game is the opposite. The moment the first bird arcs across the screen and a tower fails to collapse convincingly, every single person watching knows it is broken. It is the most honest possible demo, which is precisely why it is worth doing in front of an audience.


Here is the part people always want to skip. The thirty minutes was not thirty minutes of typing hopeful sentences into a chat box. It was thirty minutes of execution against a specification I had already thought through: which physics engine, what the material properties should be, how damage should be calculated, how the files should be laid out, what was explicitly out of scope. That document did the heavy lifting. Claude Code did the typing.
What the specification pinned down before any code existed
- •The engine — Matter.js 0.20 for rigid bodies, Canvas 2D for drawing. Not “a physics library”.
- •The data model — a material table with density, restitution, friction, hit points and score value per material.
- •The file layout — five files, each with one job, loaded in a fixed order with plain script tags.
- •The non-goals — no image files, no audio files, no bundler, no npm install, no framework, no network calls.
- •The feel — screen shake, hit-stop, particles, slow motion on the last pig. Named, not left to chance.
Those non-goals earned their place more than anything else on the list. Every one of them removed an entire category of thing that could go wrong on a projector in front of a hundred people. No asset pipeline means no missing sprite. No network calls means the venue wi-fi cannot embarrass you. The constraint that looks like a limitation is the reason it shipped. If you want the longer version of this argument, I wrote it up in how to build a real app from one prompt.
Play the thing we built
This is the actual build from the night, running in your browser, right now. Not a video of it. Not a screenshot. Drag back from the slingshot, let go, and see whether you can three-star The Citadel.
Six levels, in order: First Blood, Tower, Glass House, Stone Fort, TNT Yard and The Citadel. Four birds, each with one ability you trigger by clicking mid-flight — Red does nothing special, Chuck dashes forward at more than double speed, the Blues split into three, and Bomb detonates. Eighteen stars available in total, and the game remembers how you did.
Take the whole thing away
Five files, about 90 KB of JavaScript plus the Matter.js library. Unzip, open index.html, done.
A note on the obvious: this is a fan-made clone written as a live coding demo, and it is not affiliated with or endorsed by Rovio Entertainment, who own Angry Birds. It exists to show what half an hour of specified, reviewed AI-assisted building looks like.
The prompt that built it
This is the whole trick, and it is the only artefact from the night worth copying. Not the source code — the source code is just what fell out the other end. One prompt, pasted once, with the clock starting the moment it was submitted.
Idea: I want to build the most realistic copy of the game Angry Birds. This should be a browser application that I can play directly in my browser using the mouse to control the game. Research: I want you to research everything about game design, how to make it look as close to the original as possible, game physics, absolutely everything needed. Plan: Once you have research completed, I want you to build a PRD to build this game. Build: When the PRD is created, build it as quickly as possible. Improve: When the first iteration is complete start it on a local server. Then figure out the methodology of improving, create a 2nd, 3rd version etc on subfolders of the app, run them separately on their own dev servers. Conditions: This is for a workshop I am running, we have 25 minutes in total. So each of the iterations / agents etc, all have to be aware that the 25 minute counter starts when I put in this prompt, each agent etc has to be aware of the time constraints, the current time, all should stop when 25 minutes is complete. The end idea is to have the most accurate version of Angry Birds when the timeframe is over. Method: Build this as quickly as possible, as accurate as possible with as many agents as possible using an ultracode workflow, 100's of agents allowed if necessary. For each section spend some time to figure out the most optimal methodology. Keep everything simple and conscise.
Read it again and notice what it is not. It never says how to write the game. It does not name a physics engine, a colour palette, a file layout or a single function. It describes a process, and then it describes the constraints that process has to survive. Everything else was delegated.
Why it is structured in seven labelled blocks
Each heading is doing a specific job, and dropping any one of them measurably degrades the result.
The deadline is a feature, not a caveat
The Conditions block is the part people skip when they reuse this, and it is the part that makes it work in front of an audience. Telling every agent the wall-clock deadline, and telling them the counter started when the prompt was submitted, changes their behaviour: they scope down, they stop researching, they ship the version that runs. A build with no deadline produces something more ambitious and less finished, which is exactly the wrong trade when you have a room watching a projector.
What came back was a working game with six levels, four birds, destructible wood, stone and ice, procedural artwork, synthesised sound and three-star scoring — no image files, no audio files, no build step. You have already played it. If you want to run the same prompt yourself, copy it above; the only edits worth making are the game you are cloning and the number of minutes you have. The method behind it is written up in full in how to build a real app from one prompt.
What the room actually learned
The headline is the thirty minutes, but the thirty minutes is the least interesting part. Here is what was genuinely worth carrying home.
1. Specify, then generate
The people who got furthest in half an hour were the ones who spent the first five minutes writing down what they wanted in unambiguous terms. The people who got least far started typing immediately and spent twenty-five minutes negotiating with their own vagueness.
2. Non-goals are load-bearing
Saying what you will not build is faster than saying what you will. No bundler, no assets, no network. Three sentences that removed most of the ways the demo could have died on stage.
3. Put the tuning knobs in one place
A single materials table meant the difference between “this feels wrong” and a fixed game was four numbers, not a refactor. Whatever you are building, find the equivalent table and insist on it early.
4. Ship something that visibly fails
Pick a demo where the audience can tell instantly whether it works. It keeps you honest, and it is a far better test of the tooling than anything that merely renders without errors.
None of this is specific to games. Swap the physics engine for a payments API and the material table for a pricing model and the method is identical. That is the reason we keep running these evenings: the format teaches a way of thinking that transfers straight into the work people do on Monday. If your team wants that in a structured form, it is what the Echofold training programmes are built around, and the consulting side covers the same ground on real systems.
Frequently Asked Questions
Can you really build a full game in 30 minutes with Claude Code?
Yes, if you scope it honestly and specify it well. The game in this article has six levels, four bird types with distinct abilities, a destructible physics world, procedural artwork, synthesised sound and three-star scoring, and it was built inside a 30-minute slot at a Dublin meetup. What made it possible was not typing “build me Angry Birds”. It was a written specification that named the physics engine, the material properties, the damage model and the file layout before a line of code was generated. The specification is the work. The 30 minutes is what is left once the thinking is done.
What was the Claude x Supabase Dublin meetup?
It was a Claude community meetup held in partnership with Supabase at Hen's Teeth in Dublin 8 on 28th July 2026. Doors opened at 6:00 PM with food and drinks, three lightning talks ran from 6:30 PM, a 30-minute Claude Code build challenge followed at 7:30 PM, and the night finished with networking. Speakers were Kevin Collins, Pedro Rodrigues of Supabase and Teemu Kinos of Skene, with a guest appearance from Supabase co-founder and CTO Ant Wilson. Registration sold out ahead of the night.
What technology does the browser game use?
Matter.js 0.20 for rigid-body physics and the Canvas 2D API for rendering, and nothing else. There is no build step, no bundler, no npm install, no framework and no network access at runtime. Every sprite is drawn procedurally in code, every sound effect is synthesised with the Web Audio API, and progress is stored in localStorage. The whole thing is five plain script files loaded with ordinary script tags, which is why it can be dropped into a page and simply run.
Why build a game rather than a business application?
Because a game fails visibly. A CRUD dashboard can look finished while being subtly wrong, but a physics game either feels right or it does not, and everyone in the room can see which within a second of the first shot. That makes it an unusually honest demo. The underlying skills are identical to business work: describing a system precisely, choosing the right library, defining the data model up front and reviewing what comes back.
Can I get the source code for the game?
Yes. The complete source is available as a download from this article, and it is the same code running in the embedded demo above. It is five files and roughly 90 KB of hand-reviewed JavaScript plus the Matter.js library. Unzip it and open index.html in any browser, or serve the folder with any static file server. There is nothing to install.
When is the next Claude meetup in Dublin?
Dates for the next round of Dublin meetups and workshops are being confirmed. The events page lists anything currently scheduled, and the Echofold newsletter goes out before tickets are released, which matters because the last few Dublin meetups have sold out in advance. Corporate and team sessions run separately through Echofold's AI training programmes.
Do you need to be a developer to join a Claude Code build challenge?
No. The Dublin meetups deliberately mix experience levels, and the build challenge rewards clear thinking more than years of programming. People who had never opened a terminal shipped working prototypes on the night, and experienced engineers found the constraint of a 30-minute window forced them to specify rather than tinker. Bring a laptop and an idea small enough to describe in a paragraph.
Thank you, Dublin
Thanks to Supabase for partnering on the night, to Pedro, Teemu and Ant for the talks and the company, to Hen's Teeth for letting a hundred people bring laptops into a record bar, and to everyone who turned up and actually built something instead of watching. The game is still up there at the top of this page, and it will stay there.
The thing worth taking away is not that a game got built quickly. It is that the gap between describing a system clearly and having it exist has collapsed to about the length of a coffee break — and that the skill which now matters most is the one nobody used to call a skill: writing down exactly what you want, including the parts you do not want.
Get to the next one before it sells out
Dublin meetups go out to the newsletter first and have sold out every time so far. Subscribe for dates, build guides and what we make at the next one.
Additional Resources
- Dublin | Claude Meetup event page — the original listing and running order
- Matter.js — the 2D rigid-body physics engine the game runs on
- Claude Code documentation — official docs for the tool used on the night
- How to Build a Real App From One Prompt With Claude Code — the method behind the 30-minute build, in full
- Echofold events — upcoming Dublin meetups and workshops
- Kevin Collins — Claude Code Community Ambassador, Dublin

