This is the full transcript of Claude Built a Working AI AGENT Village. (Steal My Prompts)., published on YouTube by Tristen O'Brien. Every paragraph carries the moment it was spoken, so you can click any line to jump straight to that point in the video, search the whole thing for a word, or copy it out.
0:00A couple months ago, I built an AI village where all of my agents live, and it has made me 67% more productive. How do I know that? Well, I'll show you here just in a few minutes. But watch this. In my AI village, I am the chief human officer. Matt is my chief of staff, and under him are seven different directors, each with their own AI workers. Now, they're working 24 hours a day on
0:19projects that I need them to complete. But, if a task pops up, I can type it in right here, and Matt's going to pull out his phone and call the right director to get the job done. I can also walk into any building and talk to the director and workers directly, or I can call every director into the town hall at once. And by the way, I have a daily morning briefing, I have a daily debriefing, and I have a quarterly review with all the directors, so I know exactly what's going on. And I just rebuilt this whole thing from scratch on camera, which took me 3 and 1/2 hours
0:46and cost $47 to make. And I'm going to walk you through all seven steps with the prompts, so you can build it yourself. So, let's get started with step number one, which is building your world. First, we need to build a world for our agents to live in, and I'm telling you right now that this is the most important piece to the entire project. Now, I'm using Claude code to build this. It doesn't matter if you're using Claude code in the terminal, or if you're using Claude code in the desktop
1:08app, it just needs to be Claude code. I'm also going to be using Opus 5.5 for the entire build, and I am going to share every prompt that I give it with you, so you can copy it and make it your own. As you probably know, Claude can't make traditional images or videos on its own, and this AI village is filled with images, clearly. So, you do need to pick
1:26an image tool that you're going to use. I use Higgsfield in every single project, so I did reach out to Higgsfield to see if they want to partner with me and sponsor this video, which they are. So, every single image and video that you see here, Higgsfield generated. With that being said, Claude is going to be the brain, Higgsfield is going to be the artist, so if you don't already have a Higgsfield account, use the link in my description to create one, and then go back into Claude, and then go to customize, click on connectors, and then click custom connector. When you're in there, you're just going to name it Higgsfield, and
1:53then you're going to paste this MCP address that you see right here, and you'll be good to go. So, with that out of the way, we can go ahead and get started building our village, and I'm going to use this prompt right here. This prompt is a very big prompt because what it's doing is it's setting the
2:07ground rules before we build anything. And what this prompt is saying is it's telling Claude that I am the director, and Claude is the builder. It's also going to tell it that I want my AI village to run as a webpage on my own computer. And most importantly, this project, starting now and moving forward, will only use the Claude subscription and of course the Hicksfield subscription when we're creating the images. But there's no API keys. There's nothing that is charging per use. And before it spends any Hicksfield credits, it needs to ask me first. And that is the big reason why this only cost $47 to make. Okay, so
2:39next, we need to tell Claude what our vision is for the town. Now, I told Claude that I want a top-down 16-bit RPG village where each of my agents lives and works in their own house. But at this point, I don't want it to build any characters, so it's just going to be the village. All we're trying to do right now is build out the map. And then, I gave it a style guide, which is just one short paragraph that describes exactly how the art should look. And I want Claude to use that same paragraph for every single piece of art that it creates from here on out. And the reason
3:08why we're doing that is because we want everything to match inside of the village. From there, I gave it one more prompt for the map itself. I told Claude that I want one big image of the town from above. I want it to have 10 houses around a town square, and I want a clear path to every door. And one best practice here is that when they're creating the images, you're going to tell Claude to ask Hicksfield to create five different versions for you, and that's what I did. I asked for five different versions from five different time periods in history, and that cost
3:37about 21 credits, which is roughly $1. Now, that took about 5 minutes to make, and when they came back, I didn't like any of them. I thought they all looked too pixelated. They were too much of a 16-bit type of town, and that really wasn't the vision that I had in my head. I wanted to show you that because very rarely do I get exactly what I want on the first try. For this particular project, you are going to go back and forth with Claude until you have the perfect map. And while you're doing that, another good best practice is to
4:01tell it to use a low-resolution draft. And that's because it's significantly cheaper, and you do that until you find the map that you like, and then you can say build this in 4K. Now, I landed on this pixelated yet 3D looking village right here. But again, take your time on this part because this is the base of
4:17everything that we're going to build on. Okay, now that we have the perfect map, it is time to customize the houses. Now, this prompt right here is going to make sure that every house looks like the job of the agent who lives in it. So, if you have a YouTube agent, the house needs to look like it's a YouTube house. If you have a stock trading agent, the house needs to look like it's a stock trading house. What we're trying to do here is we want every house to look unique for the job it's actually going to do. But to do this, you do need a list of agents
4:43that you're going to put in your village. Mine just happened to be a YouTube agent, my Gmail agent, my money agent, my research agent, and of course, a bunch of other things. But you need to make this village whatever you want it to be because this needs to be personalized to you. With that said, there is one thing that every town needs, no matter what agents you're using, and that is a town hall. The town hall is where all of your directors are going to meet, and it's where your chief of staff is going to work. And one thing I used here was a slash command right
5:08inside of Claude code. I told Claude that I wanted it to research what each house should look like based off the job that it was given. And once it's done, for example, you can see what it gave me here. This is a YouTube house. Has a glowing ring on the roof. And that is because you use a ring light whenever you shoot a YouTube video. Now, you can ideate back and forth to make them look a little bit different, but I'm going to stick with this right here. All right, once you have the look that you're going for, now it's time to start building out the rooms inside of those houses. And
5:32you do need to be very specific here. And the prompt that I used, I said that a person standing inside needs to be 1/12 of the room's height. And the reason why that is is because we want everything to come out the right size. I also told it that the room should look like a $100,000 office. And I also said don't put any people in there yet because we're going to build the characters later. Okay, with the village built, the houses built, and inside the homes built, my last prompt is to make
5:55the town look like it's coming to life. And then my prompt here, I'm telling Claude that I want smoke coming out of the chimneys. I want the fountain moving. I want flags moving in the wind. I want birds to be in the background and fireplaces moving. The whole idea here is to make sure that it doesn't look like a static image. We want it to come to life. Now, this does take a little bit of time for Claude to build it out, and if there's anything weird that looks off, just take a snapshot of it and put that into Claude and say, "Hey, this looks a little weird. Go ahead and fix
6:19it." And it's going to fix that part for you. Before we start building out any characters, I told you I would explain that 67% you know how I increased my productivity by that amount. So, what I did was I wrote down every single task that I do in a month for my personal life. And 67% of those things I could
6:34hand off to my agents in this village. And that is what this village is really for. And if this video has been helpful so far, please take a second to subscribe and leave a comment. Really helps out the channel and I appreciate it. And of course, check out the HicksVille link in the description. Now, let's go back to building some of those characters starting with you and your chief of staff. Step number two is moving into your village with your chief of staff. And take a look at this prompt. This is basically saying that I want to build a character of me for the village, and I'm going to use this photo
7:00as a reference. I also told it to make a character sheet of me. A character sheet is just one image with 12 different poses. There's three of them that are walking towards you, three of them that are walking to the right, three of them that are walking to the left, and of course, three that are walking away. The prompt says to make sure that the stride looks like it's big and obvious because if you don't do that, it looks like you're just gliding along. Now, what Claude's going to do is it's going to flip through those poses really fast as you move around, and that's what makes
7:25it look like you're walking. And of course, we want to tell Claude that we want to use the arrow keys to move around, and we want to tell Claude that sometimes we just want to run. So, if we hold down the shift key, we want to be able to run around the village. Next, we
7:35need to build out our chief of staff. Now, mine is going to be called Matt. And the prompt says that I want him dressed professionally. I also want a character sheet of him, plus a second character sheet of him holding a phone because he is going to call people in the village. And also, I need him to follow me around everywhere. So, in the prompt, it says that he's going to do that. Now, the chief of staff is going to be using Opus 5.5 for his brain, and we want to add one rule here. And that rule is that every new person that gets made is going to use the same type of
8:02character sheet. And that's because we want to make sure that everyone comes out looking the same size, then also looking like they belong in the village. But if we just give it a couple of minutes, we'll see that Claude has added me and Matt into this empty town. And yes, it does look a little bit lonely here, but that brings us to step number three, and that is bringing in the rest of the directors. So, let's take a look at the org chart really quick. I'm at the top because I'm the chief human officer. Then of course, I have Matt, who's the chief of staff. And then I
8:26have directors. Each director owns one area of my life, and they get their own house. Then under the directors are workers. And workers are like interns. Every director is going to check on every single piece of work that they do. And to make this easier, I told Claude to get creative when it comes to creating these directors. I let it pick
8:42the name, the look, the personalities. And the only time that I stepped in is if something was off, like there was a repeat name or something like that. Now, each director also is using Opus 5.5, but I did turn advisor on, which means that they can check with Fable 5.1 if they feel like something's getting a little bit too hard. But at this point, each character that we're building is not an agent yet. This next prompt helps with that. And what it's doing is it's going to give every director its own folder. It also gives them a set of instructions on who they are, who they
9:09report to, and we give them a note file so they can remember what they learn. For example, this is my YouTube director's file right here. Every director also gets one worker to start with, and the workers are going to wear a yellow safety vest so we know who they are. And the workers are going to be running on Sonnet 5.5 because the directors already have Opus 5.5, if that makes sense. We're also going to ask Claude and Hicksfield to create a character set of each director sitting down because we want to make sure that they're sitting in their own chair at the town hall. Now, this part does take
9:36a little while to generate, but it is really important that they build out correctly. And this brings us to step number four, which is making them move. Now this prompt right here tells Claude work out exactly where the characters can move in the village. And then I want it to show me what that map looks like. And the green part here is a walkable area, and then the red part things that they cannot walk on. And if something looks wrong, you can always take a snapshot and color in the area that you think should be walkable, and then give it back to Claude, and it knows what to
10:01do to fix that. Now that things are starting to come to life, we need to give Claude a behavior prompt, which means if somebody has work to do, I want them to go in their building. I also want the directors to hang out in the yard, and I want everyone to look at me as I walk by, just in case I want to talk to them. Additionally, I want the workers to be able to walk around town, but I also need to tell Claude that if they bump into somebody that they haven't talked to yet for the day, they need to ask that person what's going on
10:24and keep notes. That way they know what everyone's doing, and if they're working on a project where they need some help, they know who to reach out to. We also need to make sure that no one's walking through walls or teleporting anywhere, which means that there is just a little bit more work to set this up, but
10:36everything is in the prompt right here. And it is also really important that you set these rules up right away. Okay, so now that the characters are moving around, they still aren't doing any work yet, right? Which takes us to step number five, and that is giving them real jobs to do. Again, this section is really personal to you. How I use my agents probably won't be how you use your agents. But I do want to give you one example on how I use it. So if I walk up to Daniel, who is my inbox director, and I ask him, "How many unread emails do I have?" He doesn't
11:02know. And that's because I haven't set anything up for him yet. I'm going to go back to Claude, and I'm going to tell her to give Daniel access to my inbox and my calendar through the Gmail connector that we've already set up. And after a few seconds, if I go back to Daniel, and I ask him again, "How many unread emails do I have?" he'll tell me that I have five. And that's how you start an agent just with one connector and one job. Now Daniel's doing hours of work every single day inside of my email at this point, but that's just an example of how you can start if I were
11:27you. And of course, you want to give all of your directors jobs to do, so they're constantly working for you hours on end. But to make that easy, you need a prompt that adds a to-do list in your toolbar. And that's because whenever a task comes up during the day, you can click the task button and then type in what you want. And what Matt's going to do, the chief of staff, is he is going to look at it and he's going to call the
11:46director to complete that task for you. So for example, if I said that I wanted the best vacation spot on the East Coast for 10 people with a bunch of criteria, this is what they'd come back with. This is a full report with dates and a place to stay and where to book first. I also said in the prompt that I want every finished task to come back as a clean
12:03PDF so I can view that PDF if I want to. And at this point, I think it's a good idea just to double-check. Ask Claude to double-check that everything is running on your subscription, not an API key, and not using usage credits because you want to make sure that you're not adding any additional cost as you're building the cell. Okay, so this brings me to step number six, which is talking to everybody. Now, this prompt lets you talk to everybody. You can walk up to someone, you can press the letter T and a chat box is going to pop up. If you press the letter M twice, no matter
12:31where Matt is, he is going to answer. I can also tell Matt to bring over a director if I want to and he'll pull out his phone and he'll give him a call. For example, if I tell Matt that I want Layla to come here, you can see that she runs right over. And then there's the town hall, which happens to be my favorite. When I press the meeting button, every director is going to walk
12:46to town hall and sit in their own chair. And of course, I'm at the head of the table here and I can talk to everybody at once. I can just ask them what's going on or I can click their name and talk to that particular person, which takes us to number seven and that is staying in charge. Now, there always has to be a human in the loop and that human is you. There's also a hiring prompt that says when a director needs help, Matt is going to find a candidate. And what's going to happen is I can interview them in the town hall if I
13:10want to and if I hire them, Hicksfield is going to create a character in the yellow vest and put them in the right building. And for this particular prompt, I would copy it word for word and what it says is that emails always say a draft, no agent can spend any money or Hicksfield credit without asking first, no agent can publish or
13:27post anything without asking me first. And then everything that's finished has to come to me so I can see exactly what it looks like. And then it tells Claude to build those rules directly into the village so those agents can't break any of them even if they try. And trust me, I learned that the hard way when an agent in my first village sent an email that I did not even know about. So really quick, let's talk about how much this cost. Well, I started with 1,307 Higgsfield credits. At the end, I have 381. That's 926 credits that was used or about 44 US dollars. On the Claude side,
13:56I'm on a max plan and the whole build that we just did right here used 6% of my weekly usage, which Claude worked out to be under $3. So everything spent was about $47 total and took me 3 and 1/2 hours to build and I worked from 9:25 at night to 12:54 in the morning, but this is what we got. Just to wrap this up, remember this. You're going to build your AI village. You're going to move in with your chief of staff. You're going to bring in your directors. You're going to get them all moving around. You're
14:22going to give them real jobs to do. You're going to start talking to them and then you are going to always stay in charge. You do not need to build all of this in one night if you don't want to. But listen, this really is never done. You're always going to think of things that you want to add in there. Matter of fact, I probably add something every single week. Every prompt that I used is a starter prompt, so feel free to use those if you want. I kept them as a starter prompt on purpose because I want you to make this your own. You are the
14:46director. Claude's going to do the building. Higgsfield is the artist. And if you build one of these, please comment and tell me what you're going to do differently because I'm always looking for new ideas. And if you want to see what happened when I left my first 10 agents alone for 3 days, well, check out this video right here. And I
15:00will see you in the next one.
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