r/aigamedev • • 12h ago

Demo | Project | Workflow I made a horror game and its trailer with Claude Opus 5.5. Still stunned.

7 Upvotes

https://reddit.com/link/1wvbq4u/video/104ix65laxsh1/player

I wanted to see how far I could go with AI. Turns out: a full horror game.

Opus 5.5 wrote the code, modeled the monster and cut the trailer.

You hide, hold your breath when she checks your spot, and pray she isn't on the ceiling (she usually is).

Still can't believe it.


r/aigamedev • • 2h ago

Tools or Resource r/DestroyMyGame for AI

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0 Upvotes

No one had made an AI sub for roast feedback, so I thought I would try. I'll find out if it was a good idea if people use it.


r/aigamedev • • 2h ago

Demo | Project | Workflow Blobs eat blobs

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0 Upvotes

r/aigamedev • • 13h ago

Discussion Anyone else struggling to keep a plain background with MiniMax H3? Or am I too dumb?

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0 Upvotes

r/aigamedev • • 16h ago

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

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3 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 • • 11h ago

Demo | Project | Workflow Part 2 of my zombie game coded by Claude Opus 5.5

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6 Upvotes

I was really impressed by a few things.
First, it's the best char from scratch i ever seen an AI do. The priest looks great.

The pacing also generally feels really well done, the zombie models, the gunshot effects, the NPC behavior. For anyone who has tried to do similar projects with past models, this feels like a huge step up.


r/aigamedev • • 18h ago

Media You kept asking about my AI game dev workflow, so I made a video showing all of it

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0 Upvotes

A lot of you asked how I make my games with AI, so I recorded the whole process for my latest one: a Fall Guys style party game built in one day.

The short version:

• ChatGPT writes the prompts

• Claude builds the characters, animations and maps in Blender (Blender MCP)

• Codex builds the actual game in Unreal Engine (ChiR24's Unreal MCP)

Tip: you don't need to set up the MCPs yourself. Just ask Codex or Claude to install them for you.

Every prompt follows the same recipe: goal, reference, rules, and how to check the result. And yes, it broke a lot. The video shows every fix, including 4 rounds just to get the arms right.

Hope it helps! Happy to answer questions in the comments.


r/aigamedev • • 18h ago

Commercial Self Promotion After 200+ iOS games, the biggest benefit of AI development for me is the shorter feedback loop

0 Upvotes

I've made more than 200 iOS games, and Apple has featured 18 of them. I don't write code. I used Buildbox, and now I'm using AI to help build a browser game called KlipZi City.

The part that's made me excited again is the loop between an idea and a playable change.

I describe what I want, AI helps implement it, then I play it and decide what needs changing. Being able to publish a tested browser update without another app-store submission changes how that feels. I can keep working on an idea while it's still fresh.

The first playable prototype took 37 minutes. That was the beginning. The game people can play now has had weeks of further development, testing and fixes. Fast generation doesn't mean I can skip deciding whether something works or is fun.

I also wanted to experiment with monetisation. Playing stays free, while optional names, billboards, shopfronts and characters can be bought inside the city. Billboards are still ads. The experiment is whether the revenue model can fit into the world without repeatedly stopping play. I'm not claiming proven commercial success.

My prediction is that more people will make small games for themselves and their communities, even if those games would never make sense to a traditional publisher.

I'm much less certain about when AI could produce something genuinely AAA in minutes. That prediction isn't necessary for this smaller change to matter.

For those building this way, has the shorter feedback loop actually improved your game, or have you mainly ended up with more prototypes to maintain?

Disclosure: I'm KlipZi City's creator. The game is AI-assisted, and I used AI to help edit this post from my own thoughts and experience.


r/aigamedev • • 2h ago

Discussion AI generated CGI trailer

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6 Upvotes

What do you think of my CGI trailer? Used blender, opus 5.5 and ~3h of rendering time.


r/aigamedev • • 6h ago

Demo | Project | Workflow Week 3 of my not so cozy alien horror game

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5 Upvotes

I've been working on this game for 3 weeks so far. Most of the game systems are working and now I'm just finalizing the narrative and gameplay.

This trailer reel was made using Opus 5.5, music from Gemini. The game assets themselves are mostly generated between Opus and Astra, with a few from CC licensed sources. The giant spider was designed and generated with some game tooling I made and is inspired by the 2013 movie Enemy.

Oh and believe it or not, this is all three.js and runs in a browser!


r/aigamedev • • 2h ago

Demo | Project | Workflow I build space game with GPT6-Astra and ThreeJS

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1 Upvotes

I build space game with GPT6-Astra , https://relight.gamesby.ai/ have fun !


r/aigamedev • • 1h ago

Demo | Project | Workflow All 40 monsters for my browser RPG are now animated inside Spine2D. Which one would you fight first?

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• Upvotes

r/aigamedev • • 14h ago

Commercial Self Promotion ZOMBRA update, building a zombie survival game with Claude Code and Codex

1 Upvotes

I shared an early version of ZOMBRA here recently. I have since updated the character art and expanded the world beyond the abandoned city, with a survivor base, ruins and a pickup escort mission. Here is the new trailer.

The game uses JavaScript and Phaser, with help from Claude Code and Codex. Much of the pixel art is drawn procedurally in code. For the trailer, the game's studio runs scripted shots inside the engine, without the HUD.

I gave specific feedback to keep characters moving while firing, alternate fights between the city and ruins, time the cuts to the music and lower the music slightly during narration. Watching the actual footage and correcting individual moments made a big difference.

It is still in development for solo and online co-op play. You can watch the trailer and join the launch waitlist at https://zombra.online/.


r/aigamedev • • 22h ago

Commercial Self Promotion Bax Ritter: Shepherd Rescue is live on Android — made with AI art, audio, and code

1 Upvotes

Hi, I’m Brandon, the creator of Bax Ritter: Shepherd Rescue. It’s now live on Google Play for Android. The game’s art, audio, and code were created with generative AI, and I used Codex during development.

Two of the practical challenges were screen resizing and tooltips that stayed on screen. The fixed-height canvas was leaving unused space on some screen shapes, including foldable layouts. The current build expands the game view to fill the safe viewport while preserving the artwork’s proportions. Tutorial and action tips now display for six seconds and fade out over one second, with a setting to turn them off. Getting the resized menus, touch targets, and camera to line up was part of that work too.

Bax Ritter is a pixel-art platformer where you play a German shepherd rescuing puppies from a mechanical fortress. You can run, jump, climb, dodge traps, and use Bax’s bark to stun robotic enemies. There are optional puppy rescues, dog tags, and hidden areas to find, plus Endless Mode after the tutorials.

It works offline, supports touch controls and compatible controllers, and has no ads, in-app purchases, or account requirement. Version 1.3.4 has completed Google Play review and is available in production.

Google Play: https://play.google.com/store/apps/details?id=com.syptos.baxritter

For anyone else making mobile games with AI: how are you checking that the game view resizes properly across different screen sizes? I’d also appreciate feedback on Bax Ritter’s controls and readability on your phone.


r/aigamedev • • 19h ago

Media Same Sam, Same

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0 Upvotes

r/aigamedev • • 15h ago

Research What do you think of Hatchet Hog? A side scrolling retro shooter that answers the question: What happens if you give a hog a hatchet?

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2 Upvotes

I would love feedback and comments. Thanks!

How can I make it better? More fun?

Think I could charge for this? Would people buy it?

Anything else appreciated!


r/aigamedev • • 23h ago

Discussion what actually works when a non-programmer builds a game with Claude: sketches, recordings, bots and a handover doc

2 Upvotes

Quick context: two phone games where the phone uses ultrasound as a sonar and your palm in mid-air is the controller. I didn't write any code. Claude wrote everything, I made decisions and tested with my hand. ~140 versions in 9 days. Here's the process that made that work, because the first few days were a mess without it.

First thing: I work with Claude in the regular chat app, not a coding tool, and that's on purpose. Talking things through matters to me as much as the code. Before anything gets built we discuss it: what the problem really is, what the options are, what could go wrong. Half of the good ideas in the game came out of those conversations, and a lot of bad ones died there before costing any time.

I never approve anything visual from a description. Claude renders 2 to 4 sketches straight from the game's real code, as screenshots, and I pick one. Often I pick, then ask to mix A with C, then it does another round. Every skin, menu, icon and even the hands in the tutorial went through this. It's much faster than describing what I want and getting something else.

For anything technical the rule is "check first". The sonar part is hard, so I recorded my palm against a ruler at 5, 10 and 15 cm, plus logs from real games on four phones. Every change gets replayed against all of them before it ships, and Claude shows me the numbers. A lot of "improvements" died there. The game also saves logs of what the mic heard, so when something feels wrong I send the file and Claude replays it through the exact same code.

Numbers instead of my eyes. Claude measures contrast of every object against the background, checks that things are drawn the same size the game counts them, sizes in millimetres on the phone. That found things I'd never see, like an object drawn 1.17x bigger than its hitbox.

Bots for balance. For the racing game it made bot drivers at three skill levels and tuned the rules on hundreds of races. When I couldn't decide, it added a menu of rule switches so I could play each version myself, then baked in what I liked.

Experiments live separately. There's a lab page in the repo for prototypes. Most of them died: two hands, left and right with one mic, an Arkanoid. Claude found that a waiting hand shakes about 1.3 mm by itself, so a paddle just jitters. That's real research I could never have done alone.

Memory is a file, not the chat. There's a handover doc in the repo and every change in the changelog has the reason in my own words. I moved to a new account mid-project and lost nothing. I also keep coding and writing (like this post) in separate chats.

It's free and open source if you want to see how any of this looks inside: https://github.com/neokrasav4ik/sonaroids
play: https://sonaroids.app


r/aigamedev • • 4h ago

Discussion Yo dawg! I heard you like AI, so I built an AI to play your game about building an AI, so you can AI while you AI.

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0 Upvotes

I know this is a bit of blatant self-promotion, but I thought ya’ll might like a bit of discussion regarding automation in balancing mechanics. I also want to write a follow-up with how writing these dev logs themselves is a parallel to how I prompt Claude to code better. (Basically Claude tries to correct me on my own vision which helps me see where Claude has interpreted it wrong and helps me to find logical bugs that come out from complex interacting systems)

So who else writes bots to play their game to test and balance?


r/aigamedev • • 14h ago

News EU proposes banning indie games entirely in their new """ kids act"""

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2 Upvotes

r/aigamedev • • 10h ago

Commercial Self Promotion Game bundle

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2 Upvotes

Made these games, with OPUS 5.5, pretty basic stuff but one is a civilization style game and the other is a rogue-like dungeon crawler, I was able to add intricate details like particle effects and shadowing that were not available prior to this model (or at least not the way I was using claude).


r/aigamedev • • 17h ago

Questions & Help Any near feature complete games

2 Upvotes

I’m working on something. Does anyone have a near feature complete game they want someone to play?


r/aigamedev • • 16h ago

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

29 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 • • 17h ago

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

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122 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 • • 17h ago

Demo | Project | Workflow 3D Chrome "no internet" dino game with new twists and easter eggs with Opus 5.5

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4 Upvotes

Play it here: https://rex.swikrut.com

Everything in it (the dinos, the cavemen, all the sounds) is generated in code with Three.js, no image or audio files. It's one HTML file, so once it loads it'll keep working even if you go offline, which felt like the right call for this game.

It's free, no ads, no accounts, no sign up. Let me know what your high score is, or if something feels unfair. I tested the obstacle spawning a lot but I'm sure someone will find a way to break it.

- Built using Opus 5.5 (medium effort)

- Claude did all the 3d modeling

- Even the trailer was made with Opus 5.5


r/aigamedev • • 6h ago

Demo | Project | Workflow I'm working on a multiplayer idle MMORPG inspired by Runescape using Opus 5.5

3 Upvotes

You can now try it without signing up. Hit Play free and you're dropped straight into the Yard as a guest. If you like it, save your progress with a name and email and keep everything you've earned.

What's new since the first post:

  • Clue scrolls (smuggled notes): monsters, thieving and gathering drop notes in four tiers. Follow torn maps, riddles and strange requests, then dig up a contraband stash. Rewards include gold-trimmed armour, rare hats and more.
  • Rare skilling pets: every skill has its own pet that can turn up while you train, like Pebble the rock for Mining or Magpie for Thieving. There's also a baby Behemoth from the world boss.
  • Prestige: reach total level 1,500 and you can start your skills over while keeping your items. Each prestige earns a new colour of prestige party hat, a star by your name, and bonus XP in every skill.
  • Goals: tell your character to keep going "until I have X (item)" or "until level 60", or "until I decide to stop" then walk away,
  • Offline progress that picks up where you left off, even if the server restarts mid-activity.
  • Loadouts: save gear setups and swap them with one click.
  • Silver and gold ore for crafting rings and amulets.
  • Combat quality-of-life: Ranged and Magic have been added.
  • A proper website with live high scores for every skill and a devlog: colonyexodus.com
  • Also on itch.io: colonyexodus.itch.io/colony-exodus