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I Built an AI Game That Wants You to Go Outside

Jessica Doering on October 10, 2026

This is a submission for the Hacktoberfest Open-Source AI Challenge Week 1: Touch Grass. What I Built I spend way too much time at my c...
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Victory Maya •

This is such a creative idea! I love how you used Gemma to turn everyday outdoor exploration into an interactive game. The creature collection is a great touch, and I especially like how the AI evaluates real-world photos to make each quest feel meaningful. The irony of building a game at your computer to encourage people to go outside makes it even better! Great work! πŸ‘

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Jessica Doering •

Thank you so much! 😊 The irony was actually what inspired the whole idea, and I had a lot of fun figuring out how to make it work. I especially wanted the creature collection to give people a reason to keep going outside and finding new things. Glad you liked it!

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Victory Maya •

I am very happy to meet you. I am currently living in Asia and looking for an American to collaborate with. If you are interested, perhaps we could work together and get to know each other better?

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Sina Rezaei •

The part I find interesting is how you turn the model's output into something deterministic. Generating creature traits from a photo and then rendering them as SVG is a nice way to avoid another image-generation call, but it also makes the boundary between model output and rendering logic pretty important. I'd keep the traits schema-constrained and validate things like colors, dimensions, and shape parameters before rendering. That way, a slightly unexpected model response doesn't break the creature generator, and the same input can still produce a consistent result. Nice architectural choice keeping the creative part with Gemma and the actual rendering under your control.

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Edo Rolan •

I like the inversion here: the model’s job is to make someone spend less time looking at a screen. I’m curious about one edge case: when a player finds the right thing but Gemma rejects the photo, can they override the judge, or is retrying part of the game?

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Jessica Doering •

Thanks! Right now, retrying is part of the game. If Gemma rejects the photo, the player can try again rather than override the result. I kind of like that little bit of uncertainty because it makes it feel more game-like, but it also means I have to be careful not to make it frustrating when the player really did find the right thing.

An override or β€œclose enough” option could definitely be interesting later though to make it feel a little less strict.

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Tomasz •

Hello πŸ˜€ can users customize the AI’s quest‑generation settings, ike difficulty level, theme, or prompt wordingβ€”to tailor the outdoor challenges?

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Jessica Doering •

Not yet, at least not in a direct β€œdifficulty/theme/prompt wording” way. Right now the main customization is the context you give it, like park vs city, weather, season, time of day, and even a place name if you want, and Gemma builds the quest from that.

I do think more explicit controls would be fun though. Being able to make it easier, weirder, more specific, or more themed would be a really nice next step.

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Rin Katsuragi •

This was a long read, but so satisfying. What hackathons would you suggest to a newcomer who wants to break their fears and just build it?!

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Jessica Doering •

Thank you! 😊 I’d definitely recommend checking out the weekend challenges here on DEV! They weren’t my first hackathons, but they’re a big part of what got me more involved and motivated to keep building and sharing things. They’re usually pretty approachable, and having a fun theme and a deadline gives you that little push to just make something.

Plus, the community here is genuinely supportive and friendly, which makes putting your work out there a lot less intimidating. I’d say just jump into one, have fun with it, and don’t worry about making something perfect!

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Rin Katsuragi •

πŸ™Œ thank you so much! I will just do that! <3

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π“π‘πž π‹πšπ³π² 𝐆𝐒𝐫π₯ •

Good luck

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Jessica Doering •

Thanks!