Independent AI studio · Scottsdale, Arizona

jAIson AI Studios

One founder. A team of AI agents. Original games and AI video.

jAIson AI Studios is a one-founder studio. Jason Feldman, a physician anesthesiologist with no coding background, directs a coordinated team of AI agents, rented GPUs, and open video models to make games and AI video.

01 About

A physician’s discipline, applied to software.

The operating room taught one lesson that carries straight over to AI: every member of the team needs a clear role, and someone has to own the final decision.

The founder

Jason Feldman

Jason Feldman is a physician anesthesiologist in Scottsdale, Arizona. He is not a programmer and has no coding background.

His approach to building with AI comes from the operating room. There, an anesthesiologist manages monitors, medications, and a team of people so that one patient gets through safely. Jason brings the same discipline to software: every AI tool gets a clear role, every change passes through rules and approval gates, and he makes the final call on every release.

The studio

jAIson AI Studios, LLC

The studio is separate from Jason’s medical practice. It works as a single founder directing many models: AI agents that plan, build, review, and harden the code; image, music, and voice tools for the art and sound; and open-source video and voice models running on rented GPUs.

Its first proof of concept is Riley Wheel Brawl, a private family prototype in which the founder wrote none of the code. The next title is Cheeseville, the studio’s first commercial game.

Also in development

Alongside the games, Jason is building anesthesia scheduling software: healthcare operations tooling informed by his work as a practicing physician anesthesiologist.

02 How we work

Every tool has a job. Nothing ships without a human yes.

The studio runs like a well-staffed OR. Models plan, build, check each other’s work, and make the art. The founder approves every release.

  1. Plan Director

    Claude acts as director and planner. It writes the plan for each stage, sometimes merging in ideas from Gemini; Codex occasionally contributes plans too.

  2. Build Cloud agents

    Cloud coding agents build each stage from the plan.

  3. Harden & review Multi-model

    Other models hunt bugs, harden the code, and review it. A tiebreaker model settles disagreements between them, and Claude reviews each finished stage, with its findings then fixed.

  4. Make the art & sound Creative

    Image models paint characters and scenes in one consistent style. Music, character voices, and narration come from dedicated audio tools, including open-source voice models. Cutscenes come from several video models, with clips stitched and processed in ffmpeg.

  5. Approve Founder

    Nothing merges to the live game until Jason has explicitly approved a preview. Every merge gets an approval check, and rollback points are logged.

The operations layer

About 30 agents with set roles support the studio day to day. A front-door agent takes requests, a Chief of Staff agent routes work and gates releases, and others handle coding, art, a multi-model review desk, and playtesting. Each new cutscene clip is scored against the clip it replaces.

House rules

  • One cloud agent works in a repository at a time.
  • Paid subscriptions come first; GPU compute is prepaid, with auto-pay turned off.
  • No real photographs. All imagery is generated in one consistent painted style, and the founder’s children appear only from behind.
Show the full team roster
  • Claude · director & planner
  • Gemini · co-planning, cutscene video
  • Grok cloud agents in Cursor · build
  • Codex · hardening, bug hunting
  • ChatGPT agent · bug hunting, hardening
  • Kimi · code review
  • Muse · tiebreaks, bug checks
  • Manus · bonus level
  • ChatGPT images · artwork
  • Suno · music
  • ElevenLabs · character voices
  • IndexTTS & Kokoro · narration
  • Grok Imagine, Google Flow, Kling, Veo, Seedance · video
  • RunPod · rented GPUs for open models
  • OpenRouter · low-cost review
  • ffmpeg · video processing

03 Projects

What’s on the monitor.

One prototype that proved the method, one game on the way, and one tool for the field Jason works in every day.

Painted art of a lone cloaked figure on a rocky ridge, watching a dust-covered valley under a red sunset.
PrototypePrivate · non-commercial

Riley Wheel Brawl

A private, non-commercial family prototype that proved the engine. Built in Phaser as a remake of Jason’s earlier game, it grew to eight stages and a bonus level between September 25 and October 20, 2026. Jason wrote none of the code.

Pull requests
61
Commits
479
Test cases
1,000+
Founder code
None

Along the way the team ported a smoother animation system, cut iPhone memory use until the game held to tested budgets, audited for fights that could never end, and built a cutscene pipeline with strict size limits. It isn’t for sale; its job is to prove the method, and its engine is meant to become the base for the studio’s original titles.

Cropped frame of cutscene art. All game art is AI-generated in one painted style.

Coming soonFirst commercial game

Cheeseville

The studio’s first commercial game, made in memory of the late Bella. More soon.

In developmentHealthcare operations

Anesthesia scheduling software

Scheduling and operations tooling for anesthesia, shaped by Jason’s daily work as a practicing physician anesthesiologist. It’s being built with the same approach as the games: AI agents do the work, and a clinician makes every final decision.

04 Custom games

Custom games, built to order.

Riley Wheel Brawl began as a game made for one family. The studio also takes on personalized games like it, built for a specific person, family, or occasion.

Email Jason about a custom game

How it works

  1. 01Tell Jason what you have in mindEmail
  2. 02Built with the studio’s AI pipelineAgents
  3. 03Reviewed before anything shipsFounder

Every custom game follows the house rules: no real photographs, art in one painted style, and the founder approves every release.

05 Contact

Get in touch.

For questions about the studio, custom games, or the scheduling software, email Jason directly.