Game development

WindRush: a windsurf & kitesurf game made with Godot + Claude

By Jérôme Stéphan · September 26, 2026 · Reading time: 6 min

Read in: Español · English · Français

I live in Pucón, Chile, between the lake and the volcano, and I windsurf and kitesurf. That is where WindRush comes from: a 3D windsurf and kitesurf game for Android that I'm building with Godot, C#, MakeHuman and Claude Code (Opus 5.5) as my programming copilot. The game is still in development: these are real screenshots of the current build.

WindRush: windsurfer racing slalom through the gates
Slalom race: speed in knots, wind, point of sail, sheet and turbo on screen, with the gate minimap.

Four disciplines, four ways to ride

WindRush menu with the four disciplines
The menu: Slalom, Waves, Freestyle and Kitesurf, with spot and weather selection.
WindRush: kitesurfer riding with the kite
Kitesurf: kite power, jumps, loops and grabs.

Real sailing physics

The HUD shows what a windsurfer actually watches on the water: speed in knots, wind strength, point of sail (beam reach, broad reach…), how much the sheet is trimmed or eased, and the turbo. You head up and bear away, jibe, pump to get planing, and jumps only work above 8 knots, just like in real life.

There are two spots, Tropics and the English Channel, and two kinds of weather: sunny or stormy.

WindRush: slalom in a storm on the English Channel
English Channel in a storm: 39 knots of wind and a sea white with foam.
WindRush: drone view over the water
The drone camera, to follow the race from above.

Pick your gear like on the beach

Before hitting the water you choose board, sail, size, harness, wetsuit and rigging. Slalom alone has 37 boards, each with its own volume and length (for example the Vortex Speed: 136 litres, 2.38 m). For kitesurfing you pick the kite.

Characters with MakeHuman, world with Godot

The riders and the beach crowd are created with MakeHuman, a free program for modelling 3D people, then imported into Godot with their skeleton so they can be animated. The scenery (animated ocean, mountains, palm-lined beach) is built in Godot 4.

Claude Code (Opus 5.5) as copilot

WindRush is written in C# (.NET), the same language I use for all my web projects. Claude Code works directly inside the project:

I decide the gameplay, test and tune the feel. Whether riding feels right is judged by someone who rides, not by an AI. But the pace of progress is nothing like coding alone.

Technical note: the game uses Godot's "Compatibility" renderer, so it runs smoothly on mid-range Android phones, not just flagship ones.

What's next?

WindRush is still in development: the physics and touch controls need polishing, more spots are coming, and then the Google Play release. If you'd like to try a beta, get in touch.

I use the same approach (C#, .NET and AI as a copilot) on client projects: applications, platforms and games. See my custom software development service, or the case study of the FamiQuiz multiplayer game in .NET (in Spanish).

Got an app, platform or game project?

Let's talk: I'll propose the architecture, the timeline and a clear price.

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