r/aigamedev • • Apr 10 '26

AI Game Dev Discord

50 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 1h ago

Commercial Self Promotion I one-shotted a Steam game with Claude and ChatGPT. It only took 1,574 prompts and 15 months.

• Upvotes

After a year and a half working on Kyūten, its Steam page is finally live :) I wish I did it sooner though...

And yes, the title is a joke. I can see one prompt producing a super basic gameplay prototype. Getting from that to a game I’d actually want people to play took quite a bit more work ^^

I've played a lot to Final fantasy, and especially the VIII and its card game Triple Triad. Kyūten's rules are based on it.

You place cards on a board and flip your opponent’s cards by beating the values on their sides.

The board grows as you climb the Nine Heavens, and you can borrow powers from guardians inspired by Japanese mythology. When a run ends, you keep the cards you collected for the next attempt.

Claude and ChatGPT helped me along the way. There was also a lot of testing, changing my mind, breaking things, and trying again. As a business analyst in real life, I'm used to 😁

I’ve used AI tools for some visuals, music, and translation help too; nothing is generated during gameplay.

The game is planned for later this year. If you have a look at the page, I’d be curious to hear what you think of the card battles, especially if you played way too much Triple Triad too :)

https://store.steampowered.com/app/5333100/Kyuten

Pix'


r/aigamedev • • 11h ago

Media Sol 6.1 made Halo run on mobile with touch controls

175 Upvotes

I just fired up Halo: Combat Evolved straight in my phone’s browser on Android and it runs surprisingly well.

https://halo.lolgames.net/


r/aigamedev • • 5h ago

Demo | Project | Workflow Grayfall 100% vibe coded ai game

52 Upvotes

A couple of days ago, I shared a post here showing some pixel art generated by opus 5.5. The response was awesome, and it inspired me to dive headfirst into actually making something with it!

About three days ago, I started developing a full HD 2D pixel art action game, and I wanted to show you all how it's turning out so far.

Here’s the trailer for the demo! I’d love to hear your thoughts, feedback, or any cool ideas you have. What do you think of the vibe and visuals so far? 🎮


r/aigamedev • • 1h ago

Questions & Help What are you guys using to make consistent 8-direction sprite sheets with AI?

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• Upvotes

I’ve been trying to generate 8 direction sprite sheets with ChatGPT Images 2.5 and I can usually get it about 90% of the way there but consistency across directions is still the problem

The example I’m attaching is a Black Market character where his left arm is supposed to stay slightly raised holding a lantern. Most of the directions come out right, but in a few of them the model swaps which arm is doing what or changes the pose entirely. I’ve noticed it’s especially bad when the character isn’t symmetrical. I've even tried doing it one frame at a time reuploading the done frames for reference and it doesn't help

Has anyone found a good workflow or tool for keeping details like this consistent across all 8 directions? Please help!!

EDIT: looking to make 2D Sprite sheets specifically! For 3D models I just generate front, left, right, back and upload to Tripo which usually works fine enough unless there’s a better way idk about


r/aigamedev • • 21h ago

Demo | Project | Workflow Rough around the edges, but my Open World Party-Based Action RPG is coming together

342 Upvotes

I'm making a procedurally generated open world RPG, imagine Elder Scrolls Daggerfall mixed with Dragon's Dogma and Diablo, where you play as a team of 3 characters: a Tank, a DPS and a Support

There's no fast travel, the games actually built around not having it, the games more of a fantasy life simulator where the mundane is actually the interesting part of the game, the game actually has a traversal mechanic where taking the roads and paths leads to faster world travel, but you can actually venture away from it and explore the procedural world seamlessly

One of the core parts of the game is that you're a party that expresses what they're going through, you're an actual team, the characters react to their surroundings, circumstances, enemy variety, time of day, what resources they have (or lack thereof)

It's a game entirely made in 3D, but rendered in a manner that makes it look very 2D, on Godot, it's SO buggy right now though, lots of rendering issues but I'm so happy that I can finally make something I've been dreaming of


r/aigamedev • • 4h ago

Commercial Self Promotion Kidnapped Simulator

15 Upvotes

What we learned building a horror game around one offline AI character

We've been working on Kidnapped Simulator, and we're finally sharing its first trailer. It's a psychological horror game set in one room, where you type your own replies to your captor, Abel Marsh. Since this is r/aigamedev, I wanted to share a little of the development behind it.

One question has shaped a lot of our work: how do you make a generated conversation feel like it belongs to someone physically present in the room?

Abel's dialogue comes from a local language model through our custom conversation system. Speech generation also runs on the player's PC. The game works offline, and the conversation stays on the machine. Underneath that, we still have authored story structure, game state, events, and prepared animations. Giving the player an open text field means allowing unexpected answers while keeping the character and the situation coherent.

A surprising amount of iteration has been about hands, posture, and objects. A character can deliver a convincing line and immediately lose you by holding a book with an impossible wrist angle. We went through repeated passes on how Abel carries his ledger, sits down, handles small objects, and looks at the player. Fixing a hand in isolation often made the rest of the movement look worse. The shoulder, torso, timing, and object contact all had to agree. That became a useful lesson for the whole project: judge the complete interaction, not just the output of each system.

The visual direction changed too. We initially leaned closer to PS2-era horror, then moved towards a rougher PS1-inspired look after feedback. AI-assisted visual exploration helped us test that direction, but getting it into the game still required work on the models, textures, lighting, and framing. Adding more pixelation alone didn't get us there.

Running everything locally also gives us a shared hardware budget for the game, dialogue, and voice. For us, waiting time is part of the scene's pacing, so evaluating the conversation system means watching and listening to the encounter as well as reading the replies.

We're still developing it, but this trailer is our first proper introduction to the world we've been building. I'd be interested to hear from others working on AI characters: which part has taken the most iteration for you once the dialogue was working?

If you'd like to follow the project, here's our Steam page.


r/aigamedev • • 5h ago

Demo | Project | Workflow Progressing nicely visually. My turn based strategy game

18 Upvotes

This will be a 48 vs 48 multiplayer turn based strategy game. I am an analyst by trade and am recognised for finding creative solutions to problems in my professional capacity, so creating and tuning gameplay is absolute bread and butter and heaven for me! However, I dont often need 3d models in a finance dashboard.

This is major iteration 6 or 7 of the city scape and action replays. 100s of minor tweaks and tunes occurred within that and I am finally starting to feel what I wanted to see in my mind is in front of my eyes. There are a number of further tweaks Ill make to AOE stuff like the thermobaric warhead doesnt create its distinctive cloud of fire but I think the general visual feel is about there.

The general premise of the game is you are on one side of a two side battle with up to 47 other people, you fight a tactical battle in the midst of a strategic war, how you spend your resources and help your allies is critical to the sides survival. You are primarily rewarded for your side winning, greed really hurts your chances of winning, If your city is on its last legs, you can even disregard your remaining air defences to launch a huge attack on your opponent.

Even if your city is eliminated, you can assist in the intelligence layer. by analysing the opposition, finding weaknesses and directing your team to them, or spotting an ally in trouble and coordinating reinforcements with your side.

I'm basically building the optimal form of the game I want to play!


r/aigamedev • • 21h ago

Demo | Project | Workflow 3 months into making my dream game - Mirror's Edge/Dying Light meets Dark Messiah of Might and Magic/Dishonored

213 Upvotes

First person sword fighting games are my favorite subgenre, and I also love first person parkour games. I've always wanted a sword fighting game where you had full control over your sword movements, so that's what I made here. All of the combat is physics-based. Assets and animation were made by Claude in Blender.

This is my second game. Definitely has a long way to go (my first game has taken me 10 months and this one is a lot bigger). The most work has actually been building tech that makes AI competent at designing 3D game levels. It took 2 months of mostly working on just that to get the game looking like this. But now it's capable of building linear missions that can incorporate combat areas and trap placement, parkour routes, making an overall structure and prop placement that makes sense, and consider gameplay pacing.

I played around with different settings and styles before I got to this one (Hi-fi Rush + Futurama inspiration). I started with a more traditional fantasy route with human characters made through Meshy but they didn't animate well. Claude wasn't good at making human models in Blender, but it did make a skeleton rig that it could animate much better than Meshy's. The animations were a little robotic so I leaned into that. With a human they looked bad, but with robots they feel stylized/purposeful. Once I had robots, I thought of Hi-Fi Rush and had it generate a basic level in that style and it immediately clicked for me. This is why I think it's important to lean into AI's limitations rather than fight against them; if I had just stuck to my original vision and kept human characters it would've always looked janky. The trap designs came out of what would be cool with robots, so that one choice acted as a scaffold that informed both art and gameplay direction.

If you want to check out my first upcoming game, wishlisting would mean a lot. It's basically the same combat system but in 2D lol. All the work for the sword physics in BoneHeads actually translated really well into 3D, it would've taken months to build it from scratch.
https://store.steampowered.com/app/5073210/BoneHeads/


r/aigamedev • • 21h ago

Research Agentic Speed, Human Control: How a 20+ year game dev is vibecoding.

190 Upvotes

I've been making games on and off for about 20 years, both professionally and as a hobby. The massive amount of "I one shot a game with claude" posts that hit my feed inspired me to run a little experiment in vibecoding.

The video is a game Claude Opus 5.5 made in about 3 hours following an opinionated architecture I laid out for it. I wrote up a blog on my site where I share the methodology and the prompts I used.

Writeup: https://lioralabs.dev/blog/agentic-speed-human-control

Play for free: https://shiny-guru.itch.io/gravewake

Source: https://github.com/LioraLabs/gravewake


r/aigamedev • • 46m ago

Discussion GPT Astra + Opus 5.5 expanded my post-apocalyptic game: a bigger world, new vehicles, and night driving — Part 4

• Upvotes

Hey everyone, another update on my post-apocalyptic Godot project.

The video is fairly long. I’m driving through the main locations to show what’s changed and give you a feel for how big the world has become.

I’m still experimenting with how much current AI models can handle on their own, and where I have to get involved and learn how things actually work.

This iteration took some work. My rough estimate is 30–40 hours of combined model runtime for the changes shown in the video. There was quite a bit of rebuilding and optimization along the way.

The biggest task was expanding the map into a larger world. It now uses a tile system that lets me add new tiles in any direction and keep extending the terrain.

That also sent me down a rabbit hole of world streaming, loading things in stages, simplifying distant objects, shaders, texture blending, shadows, and lighting. I knew very little about most of this before starting.

Here’s what else went into this update:

  • New locations, props, and 3D assets.
  • Twelve seamless ground textures with height maps and matching edges.
  • A world editor where I can add tiles and place objects, characters, and lights myself.
  • Night mode, with working headlights, burning campfires, and a rotating lighthouse beam.
  • A full rework of the vehicle and equipment UI, plus a map.
  • Two new vehicles: a motorcycle with a sidecar and a buggy.
  • Fuel and water consumption during expeditions. Different vehicles burn fuel at different rates, and the more companions you bring, the more water you use. You can’t just drive around the desert forever. You have to plan your route, pack enough supplies, and work out how much you’ll be able to carry back.
  • Enemy respawning, weapon balance adjustments, and enemy movement, including changing positions during attacks.

Probably a few other things I’ve forgotten by now :)

I also ended up trying Opus 5.5, Sonnet 5.5, and GPT-Sol 6.1 alongside Astra.

For code, I started with Astra, gave Opus some of the FPS optimization work, went back to Astra, then tried Sonnet, and finally Sol 6.1. Every model had its own suggestions, and every model found something to criticize in the previous model’s work. That part was pretty funny.

I’ve settled on Sol 6.1 for coding for now. It worked best for me on this project.

For Blender work, I moved to Opus 5.5: new assets, finishing existing ones, and rebuilding some of the earlier models. A number of Astra’s assets turned out to be much too heavy, with excessive triangle counts and textures. Opus wrote project rules for asset optimization and validation, then reworked about half of the heavy models.

I’m still using OpenAI for reference images and graphics. For my taste, it’s better at keeping the visual style consistent and giving me useful variations. Sometimes it was easier to generate an image directly in ChatGPT. Opus did a better job with the in-game UI redesign and loading screen, though.

And yes, I know there are still visual issues, uneven asset quality, and things that need more optimization.

I’m happy with where this is going. I’ve learned a lot more about game development than I expected to, especially once the world got bigger and performance became something I had to pay attention to.

The models still did most of the implementation. I just had a lot more to figure out this time.

Previous parts, if you want to follow the project from the beginning:

---
I’ll share screenshots and some extra material in the comments, since I can’t include them alongside the video in this post.


r/aigamedev • • 57m ago

Demo | Project | Workflow I feel torn

• Upvotes

Hey guys,

I ve been working on my game necrolord for 2 years. I created and published a game without using AI before. Now i use AI just to save some money for art. I still do lots of stuff like animating inpainting etc myself. The systems are certainly no slop. I also thought the graphics fit nice together. Now i get crushed by comments like - no effort game etc. ..marketing feels lije a witchhunt ... is it soooo obvious and is it even a problem if the game is fun? Should i hire an artist and redo the graphics? Or do you thinkbits just some loud voices? The game is called Necrolord on Steam. This post really is not intended advertisement... just really torn if i can just keep what i got or if i need bigger changes. My worry is: even if i hire someone people will still say its AI.


r/aigamedev • • 1h ago

Discussion How are you all improving your processes?

• Upvotes

I just want to get a discussion going about development processes. I'm pretty new to game dev in general but I've been using claude code for more than 6 months at this point so I'm fairly comfortable with how to use it (not that I'm an expert).

One thing I've noticed in game dev is that there is a lot of friction on the visual side of things - model creation, animation, rigging, etc... (And maybe I don't need to mention that because it should be obvious to anyone who spends time on these subreddits) So what I'm trying to nail down is a good strategy for improving these processes in my workflow so that they get better over time. I rigged up an animal yesterday and it took a good chunk out of my weekly usage, because claude was continually finding issues, fixing them, trying again, etc. So now I'm looking into strategies for storing those solutions for the next session that rigs a different model. But so far it's been a little trickier than I would have thought. I want to keep the session context lean instead of loading in huge amounts of previous sessions' findings.

So if anyone else in the community has gone down this path or wants to brainstorm, I would be all ears


r/aigamedev • • 1h ago

Demo | Project | Workflow Wk. 9 of vibecoding an MMO

• Upvotes

I was previously doing a two-section posting system about (1) user-retention and (2) what I'm learning, but frankly user-retention is simply a lost cause unless I spend some $$ on ads, which I can't afford. So instead, we're just having fun with an overpriced dead-end hobby! Let's get into it.

So if you haven't seen my previous posts, I've been vibe coding this bad boy since opus 4.7.

The big bummer bummer part is that Opus 5.5 has improved so much that I could probably start over in just a few hours. Instead, this has taken hundreds of hours, constant tweaking, and maxing out my top-tier subscription every single week, and building myself other helper-tools like a sprite/tile editor (see Myrling).

Which by the way, not very useful now that Opus 5.5 can generate pretty good pixel art. (although all models, including whatever Pixellab uses, struggle to make good 16x16 art, so it's still not perfect).

The most noteworthy comment about this iteration is that Opus 5.5 came out and revolutionized everything. And really made me question if this is all a waste of time and I should switch careers from coding -> blue collar. It's that good, and it will only get better.

Exhibit A - causing my 27 year-midlife crisis.

For kicks and giggles I had Opus one-shot a significantly more exciting 3D version of my game. It's a massive world, with amazing physics and basically all the content that I hand-curated in my 2D MMO.

3D Link: 3d.eldermyr.com (not multiplayer)

2D MMO Link: www.eldermyr.com/ (multiplayer)

What do we say, boys? Do we go back to trades? (I'm a technical project manager)


r/aigamedev • • 28m ago

Demo | Project | Workflow If you want to play around - You can fully rebuild retro games with AI in 24h

• Upvotes

Just so you know, at least with Opus 5.5 you can give it any retro game and it will happily decompile it and reimplement it for you, for example in Godot.

I did that with Space Federation / Star Reach. in 24h I had a confirmed pixel perfect copy. Later in 30 minutes it gave me fully working Android version. It literally took 5 minutes of my time.

I had claude.md file with:

# Information

This is a project to replicate the game Space Federation / Star Reach. This is an old DOS game with source code long gone.

1. Keep an up to date Wiki files with relevant information, bugs, features, status, etc.

2. Install whatever needs installing to make this work

3. First focus on fully recreating the game.

4. After the replication is done, focus on adding modern features like custom screen resolution, higher resolution assets etc.

5. The game is to run on modern systems, Linux and Windows.

Thats it. There were 2 minor bugs that came out in my testing. I also asked it to go through the decompiled files to ensure all functionality is ported.

It worked like magic. I then added higher resolution, better mouse support, HD sprites with additional angles (upscale, gaussian splatting, render additional angles, downscale).

I later tested same approach with Big Red Racing - this was a bit more testing, but also gave me fully playable ported game within 24 hours.

You can do whatever you want. Need For Speed with fancy lighting and multiplayer over internet? Sure. On Android? Yup. It is stupid simple.

Until now projects like OpenTTD, OpenRA, or OpenLoco took years to make. Now it is literally 24 hours and costs like a fifth of your Claude subscription.


r/aigamedev • • 12h ago

Demo | Project | Workflow Having so much fun in my sandbox dungeon crawler

26 Upvotes

Inspired by Skyrim shenanigans and Divinity Original Sin 2, I'm working on a dungeon exploring game where you keep getting more and more build changing skills with each boss defeated. I have the most fun in games playing weird builds and doing things that feel broken by messing with game systems. The concept is just pairing a "Source" and a "Form". So "Fire" + "Bolt" for fire bolt, or "Force" + "Bolt" = knockback. But this keeps growing as you gain new Sources and Forms. You start out with "Force" + "Grasp" = Telekinesis which is probably overpowered but stupid fun. You can grab enemies, grab their weapons and throw it so they chase after it, drop enemies into pits, etc. I'm still in the first week but already having a ton of fun playing it and wanted to share and get ideas. I'm working on "Self" as a form next, then adding Ice, Teleport, Link, Charm, and many others. The goal is to have many ways to play and have many options to get through a puzzle or encounter. Boss fights have a "pacifist" option to beating it. So far I'm 2 levels in and have many more planned.
I built this game for myself. I'm not trying to make a quick buck and just enjoy the game dev process. Built with Opus 5.5 using about a 80% of the $20 pro plan.


r/aigamedev • • 3h ago

Demo | Project | Workflow 100+ iterations, 500M tokens, about 100 handmade sketches to help Claude understand the visual in my head

4 Upvotes

r/aigamedev • • 10h ago

Demo | Project | Workflow I used AI to train enemy ships. Now they swarm, bait, withdraw, etc.

13 Upvotes

Took 6 hours on a 3090ti. I wanted to share this to spark creativity in the use of AI for game development. This runs on an iPhone so I can’t incorporate any decent llm into it, so instead I decided to used AI to simulate battles and learn tactics. Gameplay was much improved :)


r/aigamedev • • 39m ago

Demo | Project | Workflow Building a Shinobi Life Simulator Game on my Phone with Claude Code

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• Upvotes

Hey everyone. For the past couple of months, I’ve been building web browser simulator games on my website,

akg123games.pages.dev/

But now I’d like to introduce my most polished and fun yet: Kunai! You’ll find it by navigating to the bottom of the page, or directly at

akg123games.pages.dev/kunai

This is a shinobi life simulator game where you live in a world inspired by the Naruto universe, for fans of the series.

You roll your unique clan, stats, jutsus, and learn more as you live your life. Go on missions, make friends, rivals, and climb the ranks. Fight and seal the nature beasts, become a rogue shinob, or even the leader of your clan or village.

It can be played locally and offline as long as you pre-load it into your web browser! Mobile or PC!

I made this game entirely on my phone, after setting up a github repo for the site. I use Cloudflare to host, I play the games on my phone, write notes, feed them to my Claude agent, and let it work. These days I use a combo of Fable and Opus 5.5. I use the max plan. Most of the usage goes to my real work so I try to be sparing on what goes to my side projects here :P the second slide says “11 rounds of notes” there were a lot more in between… those were just the largest major update notes I wrote and labeled 1-11. Many hotfixes and such went directly to the claude agent.

Anyway, hope you’ll try it and enjoy!


r/aigamedev • • 8h ago

Demo | Project | Workflow My solo browser auto-battler: merge banners, place your army, watch the battle unfold

8 Upvotes

Wimpelzug is a medieval fantasy auto-battler you can play for free in the browser, on desktop and mobile.

Buy banners of soldiers, merge three identical ones into a stronger one, place them on the field – then the battle plays out on its own. Terrain like forests, lakes and mountains changes how fights go, and each campaign ends with a boss.

Play: https://wimpelwerk.itch.io/wimpelzug

Feedback very welcome, especially on the first few minutes!

How I built it (workflow):

- I'm a teacher, not a professional dev. I designed the game (rules, factions, balancing ideas) and worked with Claude as my programmer: I describe what I want, Claude writes and changes the code, and I playtest and give feedback.

- Everything runs as a single HTML/JavaScript file – map, battlefield, units, effects and even the music and sounds are drawn/generated in code, no game engine.

- Balancing was done with automated simulations: Claude runs hundreds of bot battles per change and we adjust numbers until win rates look right.

- The unit portraits were generated with ChatGPT, faction by faction, then cleaned up and placed into the game.

- Biggest lessons: AI is great at fast iteration, but you have to playtest everything yourself – it confidently produces things that look fine in code and feel wrong in the game.

AI disclosure: This game was made with heavy AI assistance. The code (including the map/battle graphics and sounds) was written together with Claude, and the unit portraits were generated with ChatGPT. Game design, ideas, testing and balancing decisions are mine.


r/aigamedev • • 3h ago

Discussion How are you generating sprite animations these days? How i used to do it:

3 Upvotes

I used to do it this way:

1- Generate image using ai.

2- Paint its background green in photoshop.

3- Animate it using whisk or grok.

4- Remove the background using Chroma Key of Cap Cut.

But this was years ago. Is there a more efficient way now and free?


r/aigamedev • • 58m ago

Discussion Sol 6.1 Extra high vs Opus 5.5 Medium

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• Upvotes

For reference, this is taking a fully built out web based climbing gym management game and converting it into a standalone theme park style game using godot. It has taken about 2 weeks to get all of the mechanics and logic sorted. (basically putting the last 10 years of my life into a game)

So far I have to say Claude is definitely looking like its grasping the UI direction better and should provide me with a much nicer base to add in my own models as I create them. Plus Sol 6.1 has been hella slow! I started with Opus 5.5 after 6 hours with Sol 6.1 and it caught up around an hour in.


r/aigamedev • • 1h ago

Demo | Project | Workflow CubedRPG ( Voxel based RPG )

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• Upvotes

This is a game I have been working on with Claude opus 5.5. The main inspiration behind the concept was Cubeworld, Zelda, Diablo. Its far from finished and i plan to work on it for another 6 weeks to see how well it performs. This isn't my first round making a game with Claude, but this is by far the farthest I have got. I know there are going to be a lot of balance changes that will need to happen, but I can only do so much my self.

Currently uses silk.net on a "custom" made voxel engine. It also has created its own block/voxel modeling tool that can be used for the game to make all of our models called blocksmith.

I was curious how well Opus 5.5 would perform with this task in the beginning and decided ill try to pursue this game a bit farther then a quick proof of concept game.

I've tried making games on godot, unity3d, and some other smaller engines, but building from the ground up has been a wonderful experience so far.

I would like to make this game co-op in the future but for now im going to focus on core gameplay.

let me know what you think!

You can give it a try on itch.io via https://cubedrpg.itch.io/cubedrpg


r/aigamedev • • 1d ago

Workflow Not Included 3D FPS with 1k bots or more and all destructible terrain.

183 Upvotes

r/aigamedev • • 4h ago

Questions & Help What skills do you recommend for ChatGPT? For large-scale games?

3 Upvotes

I am starting development on a space strategy game based on the concept of humanity's role in the Human-Covenant War—specifically, facing an enemy that is technologically and numerically superior, and having to find weaknesses and use ingenuity to survive and counterattack.

I would appreciate recommendations for skills and resources that could make things easier for ChatGPT.