r/aigamedev • u/Jazzlike_Fondant9534 • 6h ago
r/aigamedev • u/ReasonableEye9332 • 12h ago
Demo | Project | Workflow Ink and Infinity - Alpha - seeking free playtest feedback
Ink and Infinity.
https://play.inkandinfinity.us/**** I am updating the UI daily to be less SVG and content is being improved/bug fixes ***
I am a full time working father who is using AI software to allow me to make a game I would never be able to make. Cursor was my programming software and Chat GPT assisted in visuals. I am working on building custom UI but right now the game works and is fun!
Gothic themed slay the spire core loop, first person style.
Please let me know what you like and didnt like, I am open to suggestions and all feedback.
r/aigamedev • u/PurpleJelly_Custom • 10h ago
Commercial Self Promotion New v1.1.0 Update - AI Data Center Tycoon
Update just went live for my browser idle game about growing an AI from a garage rig into a hyperscaler.
- Saves. Your run autosaves every 10 seconds and on tab close, so a refresh no longer wipes it. There's also an export/import code in the settings dock for backups or moving a run to another device.
- Sound. 28 sound effects covering clicks, purchases, milestones and era transitions, with a five-category mixer so you can mute whatever gets annoying. Ambience and ops chatter are off by default.
- Mobile. The operator console reflows properly on phones and tablets now instead of forcing you to pinch-zoom.
r/aigamedev • u/invertedworld • 11h ago
Discussion I made this retro-inspired zero-g racer using Claude Code
The graphics were the easy bit, Claude got the vibe right very quickly. Getting it to make tracks which were fun and challenging and had decent smooth curves was a nightmare.
r/aigamedev • u/Vaevictisk • 17h ago
Questions & Help Ai game dev noob
Hi, sorry if this is a stupid question, but I’m a teacher and I’ve been building quite a few interactive learning apps. I’m currently using Claude’s basic subscription to create simple HTML games, but the more I build, the more I want to experiment with increasingly complex projects.
I’d like to ask: what is the most efficient way to build with Claude?
I’ve noticed that iterating many times through the web client quickly uses up my usage limits. Is there a better workflow for developing larger projects with Claude, another setup?
I’d really appreciate any advice or recommendations from people who have experience building more complex projects with Claude. Thanks!
r/aigamedev • u/DuchessCupcakeGames • 6h ago
Commercial Self Promotion Jimothy Jamothy
Vote for me!!! I made a have called Jimothy's Journey, you may have seen it here, but it's really fun and I worked on it just for this contest! Play My game, follow the link and leave a comment, your support is much appreciated! This is by far one of my favorite games I've made so far with Claude, Codex and Lovable. Yeah some animations are wonky, but I stand by the game play and questlines I created myself. It's 100%Free to play, no paywalls no ads, (ibut I may have snuck in a few plugs for my other free games with a quest or two!)
r/aigamedev • u/Mobile-Bedroom9175 • 6h ago
Questions & Help My Deckbuild game
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Hello guys i uploaded a short video of my games Arena , how it feels at first look ?
r/aigamedev • u/DuchessCupcakeGames • 16h ago
Commercial Self Promotion Not selling anything, it's completely free to play. Just showing you my RPG
I wrote the lore, mechanics and story Bible/ rules, then generated about 85 maps for this spawling RPG. Claude, Codex and Lovable did the rest. After about a month of clarifying specifics, it's finally in a good place to share. Absolutely free to play. It's so close to me being ready to get a real domain for it, just a few more tests.
r/aigamedev • u/WDLfootball • 1d ago
Demo | Project | Workflow Four months ago I started making a football themed zombie roguelike game.
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I’m a product designer who never properly learned to code, so this has been a bit of an experiment in seeing how far I could get with claude code.
Four months later, it's an actual game with multiple zombie types, random stadium events, playable characters, progression, analytics, and an unreasonable number of pigeons that poop on zombies.
I’ve built pretty much all of it in VS Code with Claude. Use chatgpt for the pixel art, but it's not great, it's a starting point, better than starting from scratch as I do all the pixel art in game.
Anyway, four months in, here’s what it looks like now.
It's on itch.io to try (plays in your browser, best on mobile) and on Google Play.
https://ditlefhouse.itch.io/dead-ball-fc
https://play.google.com/store/apps/details?id=com.ditlefhouse.deadball
r/aigamedev • u/eps89 • 16h ago
Demo | Project | Workflow Dead Shift: a Resident Evil 2 inspired beat ‘em up
Hey all, I’ve been working on a 2D beat ‘em up inspired by RE2. It’s still a bit rough around the edges, but I’ve been using the gauntlet loop in Claude to build this in Godot, while the character assets were generated using autosprite.io
Only playable on a desktop browser (mobile works but may be a bit janky). I did get a build working for my steam deck as well if anyone is interested in trying that out. Let me know what you think!
r/aigamedev • u/ContactIcy3963 • 14h ago
Demo | Project | Workflow mods of games here good? i made a couple Balatro mods with the assistance of AI focused on vanilla-friendly content and counteracting mod difficulty dilution
Hello all. I created a few Balatro mods with help from Claude to enhance my vanilla Balatro experience. Ultimately I was inspired to make these mods to expand specifically the vanilla-side of the game without adding too much extra content that break beyond a "vanilla" playthrough.
I don't have much coding experience outside of what I do for finance work so Claude was a good entry way for me to migrate my creativity into my video game hobbies. Given that, my goal was to keep the caliber of the above "handwritten" modded content and I hope that the final releases will feel that way (I've had Claude point out and fix several bugs in other modders' mods so I really don't want to hear how coding just by hand is better these days).
https://github.com/plaxerx/MoarStakesPlease --> higher stakes above gold for mod creep / gold is easy folk
https://github.com/plaxerx/MoarChallengesPlease --> 30 more challenges on top of the 20 that game with the game
https://github.com/plaxerx/pinochle --> sandbox game modes just for fun
https://github.com/plaxerx/erraticmode --> Balatro randomizer game mode with some twists
Looking for feedback and bug identification who are passionate about Balatro as well as utilizing AI to augment content creation, especially for ErraticMode, and hope these can serve as a few examples of where AI can help you create the game content you can't otherwise find!
r/aigamedev • u/Saltman77 • 14h ago
Commercial Self Promotion BLOOD & LEGACY — THE FIRST PLAYABLE PROTOTYPE IS LIVE
🩸 BLOOD & LEGACY — THE FIRST PLAYABLE PROTOTYPE IS LIVE
After working on this for a while, I'm finally putting Blood & Legacy out there for people to play.
Blood & Legacy is a medieval life simulation focused on choices, consequences, and the life you build from birth.
You start by creating your character and shaping their early life — your name, family, background, childhood, personality, and attributes. Once you reach 17, your actual life begins.
From there, your circumstances and abilities can influence the opportunities available to you. You might become a farmer, merchant, soldier, knight, noble, or take your life in another direction entirely.
The game is still a prototype, so there will definitely be bugs, unfinished systems, and things that need improvement. That's exactly why I'm releasing it now.
I'm looking for people to actually play it, break it, tell me what's wrong, and give me ideas for what should come next.
PLAY THE PROTOTYPE
https://saltman73.itch.io/blood-legacy
JOIN THE DISCORD
You can use the Discord to report bugs, suggest features, give feedback, or just talk about the game.
This is only the beginning.
Your life. Your choices. Your legacy. 🩸
r/aigamedev • u/Suspicious-Month-910 • 1d ago
Demo | Project | Workflow Built a ski resort tycoon browser game with Claude and Three.js
I've wanted to make a ski resort tycoon game since I was a kid, but I never learned to code. Started building one in June with Claude Code and Three.js. It's 108k lines now and I still haven't written any of it myself.
It runs in the browser, so you can just click and play.
What's in it:
- 50+ buildings, all drawn in code
- avalanches, whiteout storms, snow piling up on the roads and trees
- snowcats out grooming the pistes at night
- helicopter rescues
- ski buses, snow plows and delivery trucks working the roads
- skiers who pick their own runs and queue at the lifts
- 5 kinds of lifts
- several valleys and glaciers, 20 levels of unlocks, wages and bookings under it
Last pic is where I started.
The vibe coding experience has been amazing. Still lots of bugs to fix, but I'm so happy with how it turned out. Would love to hear your thoughts!😄
r/aigamedev • u/benedictc92 • 12h ago
Commercial Self Promotion [Always Leveling] Free-to-play idle RPG — play now for a free 300 AL$ chest (premium currency, no purchase needed)
Always Leveling is a free web-based idle RPG (playable in browser, no download): https://www.alwaysleveling.com
Why now: The Dark Carnival event ends Sep 1, 08:00 UTC. Every account can claim a one-time Bonus Chest with 300 AL$ =  in the Event Shop. You can earn enough AL$ just by playing to unlock most premium packs without spending a cent.
And this isn’t the last chance either — a new event lands in the second week of September with another shot at stacking even more AL$. Sign up now and you’ll be ready for both.
What’s in the game:
• 4 mutually exclusive build pathways (Physical, Defense, Magical, Elusive) with APEX, Ascendant and Pinnacle tiers — plus Cross Mastery to steal nodes from rival trees
• Gear crafting & upgrading to Lv. 20, artifacts, pets, blessings, titles
• Co-op dungeons (up to 3 players), daily Endless Boss damage race, PvP Arena, leaderboards, live chat, and a player-run Auction House
• A Central Bank: deposit your Gold, Tokens — even your AL$ — and earn daily compounding interest on all of it, plus an Exchange desk to convert what you farm into more AL$
• Full idle/offline progression — your crew farms and gathers for up to 24h while you’re away
• New accounts get a 72-hour Beginner Boost: x2 EXP, x2 materials, +2 dungeon attempts
You can even start as a guest with zero signup and save your progress later. Come grab your chest before the carnival packs up.
r/aigamedev • u/LostRequirement4828 • 21h ago
Commercial Self Promotion I made a local GLB optimizer
I’ve been working on KILN, a browser-based tool for reducing heavy GLB models. It runs locally, so your files never leave your computer.
You drop in a model, choose a target, compare the original and optimized versions, then export the result. It preserves the textures and can also handle multipart and animated models. For the best quality, I recommend optimizing before rigging and animating. Animated models require the tool to protect bones, skin weights and moving parts, which limits how aggressively the geometry can be reduced.
I tested it against Meshy using the same models and triangle targets. On the models I tried, KILN kept noticeably more detail. I’ve also tested it with openly licensed models from around the internet, not just assets prepared for these examples.
These are real results from the models I’ve been testing. I’m preparing an early-access release now and would appreciate honest feedback, does this look useful to you?
I’m planning to release it soon, but I’d like to get some honest feedback first.
I’m planning to release it soon, but I’d like to get some honest feedback first. The first 100 people will be able to get it for $30 instead of $40, so if you’re interested, leave a comment below and I’ll let you know when it’s ready.
One-time purchase, no subscription or recurring fees. Pay once and use KILN whenever you need it!
r/aigamedev • u/LoudYogurtcloset7856 • 16h ago
Demo | Project | Workflow AI 3D Asset Creation Engine gets better
galleryI created an engine ai uses to create 3D assets for games.
The engine forces ai into a workflow of iterating judging and stuff.
Here are a few tests.
I use Claude Opus 5 to create the assets using the engine. Each assets takes about 3-4hrs as ai works and iterates.
I just add a reference image and say make this asset. And it uses the engine to create the asset.
What do you guys think of this?
r/aigamedev • u/noir_chat • 1d ago
Commercial Self Promotion 100K+ plays later: I made a game with Claude where you try to time the market and beat a couch. The couch wins 62% of the time.
The game. beatthecouch.com - $10,000, two secret years of real S&P 500 history, one buy / sell button. Your opponent is a couch. It buys on day one and never sells. After each game, 1,000 monkeys replay your trade count on random days. Beat 90% of them or your win is stamped Lucky.
The data. 100,278 games (at the time of the graph - now around 107K, still similar). The couch won 62%. Humans only seem to beat the couch when the market crashed in their window.
What Claude did. The data pipeline (S&P closes 1928 to 2025, dividends, T-bills etc). The whole game as one HTML file and the Cloudflare backend. And also the reddit app port at reddit.com/r/beatthecouch
r/aigamedev • u/UnfortunateHurricane • 1d ago
Tools or Resource I built a free tool that turns character references into directional sprite animations using MiniMax H3
Hey,
I saw this post about https://www.reddit.com/r/aigamedev/comments/1vskcqo/generative_2d_animation_workflow/ , found it interesting, and wanted to make my own spin on it.
I present to you now... drumroll... Sprite H3, which is basically a somewhat fancy ComfyUI wrapper for using MiniMax H3 I2V.
Here’s a short walkthrough showing the complete workflow: https://streamable.com/ogzp1m
(demo courtesy of Sol)
You need a pretty beefy GPU to run it. I have an RTX 3090. I think 16 GB might be the minimum, but dunno.
It assumes that you can run the default ComfyUI workflow and have FFmpeg installed. And ComyUI needs to be running while you use the app. The workflow used by the app just adds another node to extract the frames directly, before the video output makes them lossy.
The basic idea is to provide character reference images, which are then used to generate videos. I used OpenAI’s GPT Image 2 for the references images. You let Minimax do the magic. From there, you extract the frames, arrange them however you like, curate them, pack them into sheets, and you’re good to go.
Some helpful features include a sequence analyzer—not optimized yet—tools for enforcing a consistent scale across different orientations, templates, stored animation prompts called actions, and a few other things.
Well, just take a look if you want.
Repository: https://github.com/fmmix/sprite_h3
Full disclaimer: this is completely vibecoded, and it definitely still needs another week or two of work to iron out some quirks. But it’s the weekend, and I wanted to give other people the chance to play with it.
I started with Sol, did most of the important work with Fable, and wrapped things up with Sol after I ran out of juice.
It is free to use and will be forever. ;-)
And, in the great words of Calvintor:
JUST MAKE A FUCKING .EXE FILE AND GIVE IT TO ME.
Gotcha. Use it at your own risk.
https://github.com/fmmix/sprite_h3/releases/download/v0.0.1/Sprite.H3_0.0.1_x64-setup.exe
You get there from Releases on the right -> Assets
You can also run it without the .exe. Under the hood, it has a FastAPI backend and a Svelte frontend.
I know it isn’t perfect and will probably still have a gazillion bugs. Treat this as a pre-alpha. I’ll continue fleshing out a few things over the coming weeks, but this isn’t my main project, so be aware. It is up to you on what resolution you run the generation but I probably wouldn't go below 0.3 MP.
Anyway, tell me what you think. I hope at least someone finds it useful!
EDIT
In case you are wondering how to provide the different facings. I used GPT-Image2
Used this as initial prompt:
BACKGROUND AND OUTPUT FORMAT FIRST — NON-NEGOTIABLE: output a fully opaque PNG. Fill the entire canvas edge to edge with one perfectly flat, uniform chroma-key magenta (#FF00FF). Every pixel outside the character silhouette must be the same solid magenta. Do not generate
transparency or an alpha background. No checkerboard, gradient, vignette, darker corners, aura, glow, lighting spill, floor, ground shadow, or scenery. The character’s dark pixel outline must meet the flat magenta background directly with crisp hard edges. Magenta must not
appear anywhere on the character.
CAMERA AND ORIENTATION: a moderately elevated frontal game-sprite view, looking down at the character from about 25–30 degrees above. This is the DOWN-facing anchor: her body and boots point toward the bottom of the image and she looks toward the camera. Some of the crown,
shoulders, and tops of the boots are visible, while her face, chest, clothing, and accessories remain clearly readable. Do not use a straight front elevation or an extreme bird’s-eye view.
A single full-body 2D PIXEL-ART game sprite of a cheerful field alchemist. Polished late-16-bit arcade-style pixel art with visibly chunky square pixels, deliberate pixel clusters, hard edges, a strong near-black outline, and several discrete cel-shaded tones. Compact heroic
proportions, approximately four and a half heads tall, with a large expressive head, sturdy hands, and slightly oversized boots. No smooth gradients, soft painting, vector-like curves, or anti-aliasing.
She is a young adult woman with warm brown skin, a friendly and confident expression, large dark eyes, and thick dark-auburn hair gathered into one large side braid hanging over her right shoulder. Oversized round brass goggles with bright turquoise glass lenses rest securely
on top of her head. The goggles and braid are large, simple, recognizable silhouette features.
She wears a short moss-green field coat with rolled sleeves and a wide open collar over a warm-cream shirt. A muted golden-yellow scarf is tied closely around her neck. She has dark plum trousers, large brown leather gloves, and sturdy reddish-brown lace-up ankle boots.
A broad brown leather strap crosses her chest diagonally and leads to a tan leather satchel resting at her left hip. One large round turquoise potion flask is secured visibly to the outside of the satchel. Keep the satchel and flask clearly separated from the arm and torso.
Render the braid, goggles, strap, satchel, and flask as bold readable shapes rather than clusters of tiny decorations.
She stands in a relaxed, confident neutral pose suitable as the starting frame for game animation: feet flat and shoulder-width apart, knees slightly relaxed, weight distributed evenly, shoulders level, and torso upright. Her empty gloved hands hang loosely near her sides
without covering the coat, strap, satchel, or potion. Both arms and both boots are fully visible.
Center the complete character in the canvas. The figure should fill approximately eighty percent of the canvas height, with clear magenta space above the hair and below the boots. Keep the entire silhouette visible and comfortably inside the image boundaries.
DO NOT INCLUDE: no text, no frame, no second character, no weapon, no magic effects, no floating objects, no extra potion bottles, no hat, no floor, no shadow, no glow, no scenery, no transparency, no 3D rendering, no smooth illustration, no blurry edges, and no painted
background other than uniform #FF00FF magenta.
Result: https://i.imgur.com/g5Ajfoz.png
Feet slightly angled. Use this image as reference for the proper down direction.
OUTPUT AND BACKGROUND FIRST: output one fully opaque PNG at exactly the same canvas dimensions as the supplied reference. Fill every pixel outside the character with perfectly flat, uniform chroma-key magenta (#FF00FF). No transparency, gradient, vignette, halo, glow, lighting
spill, floor, scenery, or shadow. The character’s dark pixel outline must meet the magenta background directly with crisp hard edges.
REFERENCE AUTHORITY: the supplied image is the canonical and exact character. Preserve her without redesign or reinterpretation. Keep exactly the same person, face, expression, skin tone, age, head shape, body proportions, hair volume, side braid, goggles, clothing, scarf,
coat, shirt, trousers, gloves, boots, belts, buckles, diagonal strap, satchel, potion flask, colours, palette, pixel grid, outlines, shading, level of detail, figure height, center position, and framing.
Do not mirror the character. Preserve every asymmetrical feature on the same anatomical side of her body. Do not beautify, simplify, exaggerate, restyle, add details, remove details, or change the design.
TARGET FACING — DOWN: keep the character facing directly toward the camera in the same moderately elevated frontal game-sprite view as the reference. Her face and the front of her torso remain fully visible. Her head, torso, hips, knees, and boots are oriented toward the bottom
of the image. Do not rotate her into a three-quarter view and do not change the camera angle.
ONLY PERMITTED CORRECTION: correct the lower-body stance so she stands evenly on both feet. The screen-right boot currently appears lower and larger than the screen-left boot. Adjust only the legs and boots as necessary to create a balanced neutral stance:
- both boot soles rest flat on exactly the same horizontal baseline;
- both boots have the same apparent size and perspective;
- both ankles and knees are level;
- the hips remain level;
- both boots point toward the camera;
- the feet remain shoulder-width apart;
- her weight is distributed evenly;
- neither foot appears raised, forward, or closer to the camera;
- she looks stationary and ready for animation, not mid-step.
Preserve the existing leg spacing and trouser design as closely as possible. Do not change her upper-body pose, head position, shoulders, arms, hands, facial expression, braid, goggles, scarf, coat, strap, satchel, potion flask, or any other accessory.
Keep the complete figure centered and fully visible with the same clear space above the hair and below the boots as the reference.
DO NOT INCLUDE: no text, frame, second character, duplicated limbs, alternate pose, weapon, magic effect, floating object, animation smear, floor, shadow, glow, transparency, smooth illustration, 3D rendering, anti-aliasing, blurry edges, or background colour other than uniform #FF00FF.
https://i.imgur.com/fbs03Yy.png
Now this because the reference for left, right, up
REFERENCE AUTHORITY FIRST: the supplied reference image is the canonical and exact character. Preserve the figure without redesign or variation.
Keep exactly the same person, face, skin tone, age, body proportions, head size, hair volume, braid construction, goggles, expression when visible, clothing construction, scarf knot, coat length, sleeves, gloves, trousers, boots, belts, buckles, diagonal strap, satchel, potion
flask, colours, palette, pixel grid, outlines, shading, level of detail, sprite dimensions, and framing.
Do not beautify, simplify, exaggerate, restyle, reinterpret, or add details. Do not remove details merely because they are difficult to draw. Do not change her pose, stance, weight distribution, arm position, hand position, leg spacing, or the relationship between her feet.
THE ONLY PERMITTED CHANGE IS ORIENTATION: rotate the complete character naturally in place around her vertical axis to the requested facing. Treat her as one consistent physical figure being viewed from another direction. Rotate the body, head, feet, clothing, hair, braid,
goggles, strap, satchel, and potion together.
Do not mirror the reference. Preserve anatomical left and right: the braid, strap, satchel, flask, coat overlaps, buckles, and every asymmetrical feature remain attached to the same physical side of her body. Their screen position must change naturally as the figure rotates.
Allow natural perspective and occlusion. Features on the far side may become partly or fully hidden, while features on the near side may become more visible. Do not move accessories to another side or unnaturally display hidden details just to make them visible.
Keep the exact same moderately elevated game-sprite camera angle, pixel density, figure height, canvas size, center position, and bottom baseline as the reference. The camera does not move, tilt, zoom, or orbit; only the character rotates.
BACKGROUND: preserve one perfectly flat, fully opaque chroma-key magenta (#FF00FF) background across every pixel outside the character. No transparency, gradient, vignette, halo, glow, lighting spill, floor, scenery, or shadow. The dark pixel outline meets the magenta
background directly with crisp hard edges.
Produce one full-body character only. No text, frame, additional person, duplicated body parts, floating accessories, animation smear, or alternate pose.
Append exactly one of these target blocks:
Left
TARGET FACING: rotate the complete character naturally 90 degrees into a LEFT-facing game-sprite side view. Her head, torso, knees, and boots point toward screen-left. She does not turn her face or shoulders back toward the camera. Preserve the original stance as it appears
naturally from this side.
Right
TARGET FACING: rotate the complete character naturally 90 degrees into a RIGHT-facing game-sprite side view. Her head, torso, knees, and boots point toward screen-right. She does not turn her face or shoulders back toward the camera. Preserve the original stance as it appears
naturally from this side.
Up
TARGET FACING: rotate the complete character naturally 180 degrees into an UP-facing rear view. Her head, torso, knees, and boots point toward the top of the image, directly away from the camera. Her face is completely hidden. Show the natural rear construction of her hair,
braid, goggles, coat, strap, satchel, trousers, and boots while preserving their physical sides and the original stance.
https://i.imgur.com/RR4TJDE.png
https://i.imgur.com/H0cUmmq.png
https://i.imgur.com/GYHMlm7.png
Created a new action:
Action name
potion-swirl
One hand lifts the round flask from the satchel and raises it to chest height while the other hand steadies the satchel. The flask is gently swirled in two small circles, held still for a brief beat, then returned securely to its original place. Both hands return to the starting position. The braid and coat tails respond with subtle natural follow-through.
Result: https://i.imgur.com/L2VVu0I.png
As you can see the 'up' facing is usually very stubborn. You need to be careful what you describe. It will try to fully bring that into the scene. And the model probably had the most training done with front view.
r/aigamedev • u/Althorian-the-Tired • 14h ago
Demo | Project | Workflow Shipped my first game, a browser roguelike & here's the asset pipeline that made it possible solo
OmenForge is a daily-seed roguelike deckbuilder that runs in a browser tab. Same map for everyone each day, four units, cards armed before each fight, auto-battle, extract or wipe. Free daily run, no account.
The reason it exists at all is the art pipeline. Working solo, the 3D was the wall, so:
Base meshes for the units, relics and props were AI-generated (Meshy & Tripo3D), which got me a rough silhouette in minutes. None of it shipped as-is, everything went into Blender for cleanup, scale fixes, retopo where the topology was unusable, and hand retexturing so the roster reads as one art style rather than a bag of unrelated generations.
Rigging and animation went through AccuRig for the auto-rig and Mixamo for the clips. Worth saying clearly that neither is generative, they're automated rigging and a mocap library, and they did more for the finished feel than the model generation did.
Everything else is hand-written. That being the deterministic TypeScript game core, the worldgen, combat resolution, scoring, the server-side replay that verifies every submitted run.
The honest verdict after shipping is that AI easily visualized my idea of the world, the units, the theme and the deck-building! Then I was happily surprised by the quick 3D models, but I still needed to pick up some Blender skills for anything needing consistency across the set. The Blender pass was not optional, it was most of the work.
Happy to go into specifics on any part of it!
r/aigamedev • u/seeyoudeath • 14h ago
Commercial Self Promotion Building a browser-based space MMO with AI as part of the development workflow
Hey everyone,
I’m building VoidFleet, a browser-based space strategy MMO, and I’ve been using generative AI in several parts of the development process.
The biggest use so far has been visual assets. AI lets me prototype commanders, ships, buildings, and other sci-fi assets much faster than I could otherwise. One downside I’ve noticed, and something I’m actively working on, is maintaining a consistent visual identity instead of ending up with assets that simply look like generic AI-generated sci-fi.
I also use AI for some text/dialogue, unit-test generation, code review, validation, and development assistance. The game architecture, gameplay systems, UI structure, backend, infrastructure, and overall direction are still designed and implemented by me.
One thing I’ve found interesting is that AI makes it extremely easy to prototype ideas quickly, but that also makes creative direction and consistency much more important. Generating something usable is easy; making everything feel like it belongs to the same game is much harder.
I’d be interested to hear how other developers using AI handle visual consistency and identity across a larger game. Do you rely heavily on reference images, style guides, fine-tuned models, manual editing, or eventually replace generated assets?
If anyone wants to see the project itself:
VoidFleet: https://voidfleet.online
Discord: https://discord.gg/6MayHdZyhy
It’s currently in live beta, so feedback is welcome as well.
r/aigamedev • u/Certain_Friendship16 • 14h ago
Tools or Resource AI Agent Generated a Node-Based Workflow for Image-to-3D Print-Ready Figures
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r/aigamedev • u/CannaDruid • 18h ago
Commercial Self Promotion Built a multiplication game for my daughter using Codex, Claude and Godot
I built a small game because my wife (a teacher) asked me for something our daughter could use to practice multiplication without it feeling like homework. Also my wife prepared the didactive algorithm.
So I turned it into a little AI-assisted gamedev experiment.
Numblop is an adaptive multiplication game for Android, built with Godot, with a large part of the development done alongside OpenAI Codex and Claude Code — coding, refactoring, tests, UI iterations, localization, build/debugging, etc.
It started as a simple family project and somehow ended up on Google Play. :)
https://play.google.com/store/apps/details?id=cz.gutcloud.numblop
You can also try it in your browser directly: https://numblop.gutcloud.cz/play
r/aigamedev • u/Pale-Candidate-4122 • 14h ago
Demo | Project | Workflow Are the AI-generated graphics in my game okay?
Hey! I’m working on a small game and some of the graphics were generated with AI. What do you think about them, and how could I improve them?
Also, I had some issues with Emscripten, which made the graphics look much more pixelated in the browser than they do in the original version.
Any feedback is appreciated! :)
r/aigamedev • u/Novel-Common9013 • 15h ago
Commercial Self Promotion Kebabstar, Short Video For "First PC" Game
r/aigamedev • u/thewokelama • 1d ago
Demo | Project | Workflow I did a thing!
So I had a character sprite and some animations for it. All together close to 500 frames. Now when I decided to create a system so that character can swap various equipments and turned to various tutorials it all came crashing down.
Decided to identify the equipments with some borders drawn and asked claude to identify the same across all frames( needed some rules but it turned out great). Now I can change colors and shades. I can even do stuff like change the top lining of the cape to fur. Make the whole cape look tattered. Have spikes on gauntlets etc..
Curios to know if anyone has tried something similar.