Behind the Scenes

The Human Behind the Knight.

I'm Barry, I go by WillpwrALPHAKNIGHT when I'm on the board. ChessVS is currently a team of one, and you're looking at the whole roster. This page is everything I'd want to know before trusting a game with my time: who built it, how, and why.

Before the clubs had banners, there was one player on a couch asking a dangerous question: what if the pieces could fight back? He carried the answer in a notebook for six years — through a military deployment, the day job, and kids' bedtimes — until the tools finally caught up to the idea. ALPHAKNIGHT is what came out the other side: the first piece that refused to be captured quietly.

The Story

Six Years, Four Months.

It started in 2020, on my couch, in the middle of the pandemic. Like half the planet at that time, my free days consisted of being holed up at home, bored out of my mind, and left to my own devices which luckily for me at that time, was clocking hours into online blitz chess. Yet winning was somehow the boring part.

Same openings, same traps, same games playing out the same way. One night a thought landed and wouldn't leave: what if the pieces could fight back?

The idea went into a notebook, and the notebook went everywhere with me. For six years I fleshed out battle mechanics and re-tweaked them, sketched card designs, and dreamt up the club system — pulling from the games that raised me: Magic: The Gathering, Risk, Stratego, Street Fighter, Mortal Kombat — and from the chess club and chess team days where I fell in love with tournament play. There was also a less obvious source: twenty years in the Army, working strategic operations, deploying overseas, and retiring as a Major. Chess is a war game. I've studied the real thing.

What I didn't have was a way to build it. A game like this usually takes a team of engineers, and I wasn't a coder. My degree is in Computer Graphics & Interactive Media, and I mean I'd built websites for freelance clients, but a real-time multiplayer game is a different animal. So the notebook waited, and I kept revisiting it, making it better, refusing to let it die.

In late 2025 I started taking AI tools seriously. Most of them wanted to be everything to everyone. I needed something great at the one thing I couldn't do: code a game. That research landed me at Anthropic's doorstep…and everything changed.

The first line of ChessVS code was written in April 2026. About four months later there was a live game at play.chessvs.club with matchmaking, ratings, battle cards, clubs, tournaments, and daily puzzles. Six years of notebook. Four months of build.

And I never built alone in the way that matters: I'm a father of five, the oldest brother of three, and engaged to one very patient fiancée. Every idea in this game survived the family review board first.

Transparency

What I Built. What I Didn't.

Here's the honest split — because you shouldn't have to ask.

The Design — Mine

From the Notebook

The combat math, the battle mechanics, the card designs, the clubs and how they interact — the parts that make ChessVS ChessVS — came from my notebook, not a model. Every line this game won't cross was my call. The code just enforces it.

The Code — AI, Directed by Me

A Team of Two, Sort Of

I wouldn't call myself a coder, so I used AI to cover that shortcoming: it handled the coding while I handled the design. We operated like a small team — I set the direction, the AI executed, and I reviewed everything against the spec. Sometimes it even improved my original idea, or talked me out of a bad one. AI wrote the code. It didn't design the game.

Tools that earned their names on the wall
Anthropic Claudeevery line of code, side-by-side
React + Vitethe game interface
chess.js + react-chessboardofficial rules & the board
Node.js + Socket.IOthe real-time game server
PostgreSQL + Prismaevery match, remembered
Supabasedatabase hosting
Privyplayer sign-in
Stripepayments, when they matter
Recraftthe card artwork pipeline
Playwrighttesting & game capture
MJML + Loopsthe emails you actually read
Discord.jsthe club's bot
DigitalOcean + Cloudflarekeeping the lights on
The One Rule
“We don't break chess, we enhance it.

Standard rules. Legal moves only. Cards swing a minority of evenly-matched games, and nothing on this site sells you a win. If you're the better chess player, you win — always.

Ship Log

Receipts, Not Promises.

FAQ

Blunt Answers to Fair Questions.

Are you really solo?

Yes, I really am, any more and someone's going to put a Han in front of my name…but my goal is that won't be for long, though.

How much of it is AI?

All of the code, none of the design. This still remains a human operation because there's no A.I. in Club.

Why mess with chess?

Because chess is the greatest strategy game ever made — and after your thousandth blitz game, you start seeing the same movie on repeat. I didn't want to fix chess; it isn't broken. I wanted to give it teeth.

Is it free to play?

The alpha is free to play — you just need an invite, and the waitlist is how you get one. Paid competitive tiers come later, but winning is never for sale.

Who are you, actually?

When I put the pieces away and roll up my board, I'm a father of five, an accomplished technician, a proud veteran, and the guy who wouldn’t let a six-year-old notebook die.

Talk to the Founder.

Press, partnerships, or you just want to talk shop — it's one inbox, and I read all of it.

Email [email protected]