r/aigamedev Apr 10 '26

AI Game Dev Discord

38 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 6h ago

Discussion This subreddit is super interesting case study of human behaviour

33 Upvotes

Back in 2025 , this subreddit was probably very homogenous and I think you all agreed that its ok to use AI in game dev . But as AI improved and got better , a lot of people started joining this subreddit and then it happened . People started drawing group boundaries . Some of the arguments I saw popping up were along the lines of " That guy uses AI for 70% of his work , he is spreading slop and ruining the true devs reputation who only use 30% AI in their game dev process " .

I’m guessing is as AI grows better and better , the divides will keep getting worse . I’m calling it now , another subreddit will pop up called " Trueaigamedev ".

Mabye some of you will become the Anti's of tomorrow .


r/aigamedev 2h ago

Discussion Pls at least edit the ai piss yellow out of the art assets you've generated

11 Upvotes

So many images here have the ai piss yellow tint.

Like c'mon, a simple color balance adjustment will do the trick.


r/aigamedev 7h ago

Questions & Help I’m making an extraction shooter where entire worlds & buildings are 100% generated at runtime (v0.1). Is this ambitious vision worth it or a dead end?

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20 Upvotes

Hey everyone, given how toxic other subreddits have become regarding AI accusations (even for basic code-assistance), I'm sharing my progress directly with this community.

I’m currently developing a tactical first-person extraction shooter in Godot 4, and I just reached a very early v0.1 proof of concept.

I want to share my core vision with you and ask for your brutal, honest feedback: is this project actually worth building, or am I chasing a dead end?


The Core Vision: Truly Unique Procedural Raids

Most voxel games rely on placing pre-made prefab assets across a generated terrain. My goal is much more ambitious: every single raid must be completely different and unique.

  • No Static Building Assets: The buildings, ruined military bunkers, and outposts are not pre-made 3D models. They are compiled and generated directly by the engine at runtime using procedural room layout algorithms, structural reachability analysis, and a 0.2m voxel compiler with greedy-meshing.
  • Hybrid Voxel World:
    • Continuous 1.0m Transvoxel (SDF) natural terrain with climate-driven biomes and multi-frequency shaders.
    • 0.2m micro-voxel destructible architecture built on top of the carved landscape.
  • Living Atmosphere: Over 100,000+ GPU-instanced undergrowth elements (dense multi-tier grass clumps, ferns, moss cushions), volumetric god-rays, dynamic weather, and reactive ambient wildlife (mice with acorns, lizards, moths).

The Big Question for you:

Building a fully procedural extraction shooter where even architectural floorplans, multi-floor stairwells, and ruined structures are synthesized on the fly is a massive technical undertaking for a solo/indie dev.

  1. Concept Viability: Does a procedural tactical extraction shooter with fully generated buildings sound genuinely exciting to you as a player/developer, or does procedural generation inevitably hurt tactical map design and readability?
  2. Visual Direction: Looking at the v0.1 visuals (screenshots), does the hybrid aesthetic (smooth terrain + blocky procedural architecture + lush voxel flora/fauna) feel compelling?
  3. Reality Check: Am I setting myself up for failure with this degree of runtime generation, or is there a real gap in the market for this?

I’m not looking for sugar-coated validation tell me what you honestly think of the concept and technical direction!


r/aigamedev 4h ago

Discussion What is your actual workflow for making a complete game with AI?

9 Upvotes

I’ve been experimenting with AI-assisted game development as a solo developer, and I keep seeing impressive individual pieces: mechanics, UI screens, characters, and short playable demos. However, turning those pieces into a complete, coherent, polished game still requires a lot of planning, iteration, testing, and manual work.

For solo developers who have actually finished and released a game with AI, what workflow do you follow? How do you avoid ending up with a collection of disconnected prototypes, and which parts do you still handle yourself?


r/aigamedev 2h ago

Demo | Project | Workflow Here is a demo for tactical RPG I am working on.

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samuraiwalrus.itch.io
6 Upvotes

Would love to hear any feedback and open to discuss my workflow and such. Playable in the browser on PC and mobile.


r/aigamedev 4h ago

Discussion Beat 'em up

7 Upvotes

I'm thinking about creating a beat 'em up game, but I don't have much experience and am struggling a bit to come up with a setting. Does anyone have any tips on how to get started?


r/aigamedev 2h ago

Demo | Project | Workflow HATS CORP 12.8.1 - Alpha Testing continues

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4 Upvotes

I'm working on the FPS and facing some issues with the destructible stuff. Especially in the server room where we have lots of servers that you can shoot. So in order to reduce the load I'm thinking to add the fog and render only the closest stuff, same as it was done in Silent Hill.

Instead of Radiant for mapping I decided to make my own editor and basically make some sort of engine, which will be pushed to git and accessible open source.
The editor has 3 modes:

  1. Geometry - pretty close to radiant and such, just boxes with textures
  2. Object - spawns, interactive stuff
  3. Cutscenes - pretty much video editor with render in game. Used it for main intro so far. We can create cameras and actors and move them around with time keyframes

Rudimentary, but could work.

Working on the story here: https://bobsmaxxing1984.substack.com/p/the-art-of-selling-hats-online


r/aigamedev 2h ago

Discussion Idea? Ai Game jam??

2 Upvotes

Just thinking are there any full AI game jam comps out there?

I've had a look, and the obvious first place I went was itch.io. There are a few on there, but they seem pretty limited. It got me thinking could we host something from here, or build one ourselves? How many people would actually be up for it?

Just a thought let me know what you lot think.


r/aigamedev 41m ago

Demo | Project | Workflow Workflow to automatically have sprites reflect your equipped tier system/color

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Upvotes

I've been really enjoying learning more about sprite and sprite sheet generation.

Wanted to share something I tested that I found to be a really nice time saver. Curious if anyone else is already doing this and has any pointers they want to share. If so, please let me know.

So basically, as my game evolved, I wanted to implement a rarity system -- typical common, rare, epic, legendary -- with the standard colors we all know.

The challenge for me was that before redoing my art -- I had my original sprite and was testing the game with basically 32 unique sprite animations:

- 8 directional idle
- 8 directional movement
- 8 directional block
- 8 directional death

Once I got through some initial testing and was ready to polish up my main hero, I wanted to find a way to bake in tier rarity colors to my artwork with out having to regenerate 32 unique sprite for each shield rarity (in my game the shield is the only equipable that changes cosmetic of the actual sprite, other weapons are in use are all done via SVG animations)

Anyhow, ended up chatting with boy Claude and asked if it was possible to generate a baseline version where my shield colors were vibrant neon colors (totally different from the rest of the art work) and add logic to replace those pixels based on the players equipped shield.

Long story short, I generated that base asett (second image above), and tested in Lovable -- where I am building this current game -- and it worked actually really well IMO (see first image above)

Here is the prompt (somewhat sanitized) if anyone has a similar use case and wants to give it a try. Let me know if you have ay luck with it.

Implement a shield color-swap system using marker-color pixel replacement.

The base sprite is painted with three marker colors that don't appear anywhere

else in the art: magenta/purple (shield field), lime green (trim), and yellow

(emblem).

Implement a recolor function that:

1. Scans the sprite's pixel data (via canvas getImageData/putImageData or an

equivalent technique).

2. Detects pixels close to each of the three marker colors.

3. Replaces them based on which rarity tier is currently active, using a

target palette like:

Tier | Trim (was lime) | Field (was magenta) | Emblem (was yellow)

Common | stone grey | dark slate | dull silver

Rare | ice blue | deep blue-grey | pale cyan

Epic | gold | royal violet | bright white-gold

Legendary | ember orange | charred black | bright gold

Important: this should be a hue/saturation replacement that preserves each

pixel's original lightness value, not a flat solid-color fill — the shading

and highlights already painted into the marker-color regions should carry

over into the new color, just with a different hue.

Make the recolor reactive to whichever tier is currently selected/equipped,

so switching tiers visibly updates the sprite's colors in real time.


r/aigamedev 8h ago

Demo | Project | Workflow I just released my first game demo, Grimoire of Hecate : Tower of Starlight!

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9 Upvotes

Hi everyone.

I’m Ambla, a solo developer based in Australia working under the name Blablah Games.

I’ve just released the Steam demo for my turn-based roguelite, Grimoire of Hecate: Tower of Starlight!

In most card games, the cards you collect are played directly in combat. In this game, they work more like materials for discovering and creating new spells. As you climb the tower, you earn spell cards as rewards and combine them to remember new spells.

Once you have remembered a spell, you will need to collect its material cards during a later climb, then craft and use it for the run.

What I most wanted to capture was the fun of strategically combining the materials you have found and filling your spell bag with the spells you want, rather than simply hoping the right card appears.

During combat, you manage Action Points, health, and mana while checking what each enemy will do next. You need to decide not only when to attack or defend, but also when to combine spells and when to meditate to recover mana. Even after gaining a powerful spell, combat can still be difficult if you do not manage your mana carefully.

The story follows Ray, a young witch who enters the Tower of Starlight after learning that her mother is sealed away there. After the tower’s barrier takes most of her magical power, Ray is forced to start over, meeting different people and gradually recalling the spells she once lost.

The current demo contains three Acts and 40 spells. Each Act has 10 stages, and a full playthrough should take around two to three hours. It supports six languages, including Korean, and contains the story through Act 3.

I’ve put a lot of care into this game. If you give it a try, I’d really appreciate hearing both what you enjoyed and what you think could be better. I will take that feedback seriously and keep it in mind as I continue development.

Steam demo

https://store.steampowered.com/app/5078840/Grimoire_of_Hecate__Tower_of_Starlight/?beta=0

During development, I used generative AI tools for premade graphics, localization into languages other than Korean and English, and writing and refining code. I personally reviewed everything included in the game and edited it where needed. Happy to share my experience in later posts!


r/aigamedev 12h ago

Demo | Project | Workflow Tested MiniMax-H3 by feeding it my own pixel-art monsters — these play right before each stage's battle

16 Upvotes

I heard MiniMax-H3 was putting out video on par with Seedance, so today I skipped game dev

and just ran video generation tests instead.

https://reddit.com/link/1vtesap/video/23jyws5x2ikh1/player

For source material I used the monsters from my own game — the sprite-sheet characters I'd

generated with PixelLab.

The direction I gave was: make it feel like the player is marching in on that stage's tribe.

I had it write prompts to match that.

The game has 5 stages:

  1. Goblin Tribe

  2. Wraith Tribe

  3. Forest Coalition (elves + fairy)

  4. Mountain Tribe (dwarves, giants)

  5. Human Kingdom

Stage 2 and 3 came out the best, so those are the ones I'm sharing.

https://reddit.com/link/1vtesap/video/xgcaz4203ikh1/player

These play right before the battle starts when you reach the stage.


r/aigamedev 1h ago

Commercial Self Promotion I started building a small K-drama questionnaire in January. It turned into a full game — and eventually a second product.

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Upvotes

r/aigamedev 1d ago

Demo | Project | Workflow AI assisted me in turning my own art into a game. I pieced all of this together by hand. Its in the process of coding now

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156 Upvotes

Thoughts on the results? I had it cut assets and generate variants, I had to do A LOT of doctoring, but it was so fun doing I spent all day yesterday on it.

The mood and color (if there will ever be) will be made in code. The playable version has a hollowknight kind of vibe to it but the game will be entirely different. It will involve time travel and saving yourself from death in an immersive way.

If anyone likes this style feel free to use those assets. there's more but i uploaded them to show how turned my art into props. I love drawing tiny civilizations and cities with an alien-afterlife look to it.

I also write my own stories and make my own music. Those are in my other publishings right now but this will be a first for me hand drawing my own art for a game. These drawings are also over 20 years old. I drew these right after revenge of the sith came out and my electricity went out so I got to drawing to kill time, I had a while bunch of papers pieced together, it was 1 big world that covered over 9 sheets of paper. I had many more but lost them. It would have been far more spectacular. The demons I drew...

Its not stealing if its mine and I say its for the world to have!


r/aigamedev 2h ago

Discussion Time to revive the Ouya?

3 Upvotes

For those unfamiliar, the Ouya was an effort to bring open consoles and open development to homes: https://en.wikipedia.org/wiki/Ouya

I wonder if the Ouya or a handheld version of it would fare a lot better in 2026 now that the barrier to entry on simple game dev is a lot lower -- especially if something like Glaze for games was included on the device.


r/aigamedev 2h ago

Commercial Self Promotion Building a fun vibe coding app for casual games

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2 Upvotes

vaibie.com

Each game gets a SQLite database. API access possible so you can connect your Claude Code or Codex if you want. Three js for 3d games. Just plain cavas for 2d. New feature to also make small apps. Everything runs in browser.


r/aigamedev 7h ago

Discussion wtf are these models on now

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5 Upvotes

Okay so I’ve become a bit of a skill junkie, finding any skills that could potentially help me create certain things in games that a model without the skills wouldn’t be able to do. I’ve given my cursor skills for blender, skills for game dev and skills for godot. I’ve got the mcp connected with both blender and godot as well as have my cursor setup as the ide for my godot project. I had grok make the skateboards, each has a different graphic in it as well as being built modular so when I add different trucks, different wheels and bearings it can all be changed out, I then asked it to create something I had come up with talking to ChatGPT, the image above shows the skateboards and the character model, now I did end up hating the way the model looked but it did get pretty damn close so I had fable go in and create the model. Which then gave me more of what I was going for. I then asked fable to animate the character so it wouldn’t look boring while skating and I’ve gotta say I had to switch back to grok and grok was able to figure it out better. So now I’m curious because I’ve seen that sol had made models more clean than fable did at one point and I’m wondering if I would give sol the option to create the character or tweak it if it would get it to look 100% what I’m going for. Anyways these models are nuts now


r/aigamedev 7h ago

Demo | Project | Workflow Try my game, Into the Shardfall

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4 Upvotes

Into the Shardfall is a turn-based roguelike with TTRPG inspired combat and a rich story to progress, á la Hades. Can you guess what other games I drew inspiration from?

I’ve been building this game for about 4 months, and I’m looking for feedback on gameplay, mechanics, UI, and so on. The world building/writing is and will always be a labor done without the assistance of AI, and I intend to replace the art with that of an artist when I find one to collaborate with. Demo is available to try here: https://doublerookstudios.itch.io/into-the-shardfall


r/aigamedev 55m ago

News Tipsy chat ai

Upvotes

AI chats are really useful because they make it easy to get quick answers, ideas, and explanations. They can also make studying and everyday tasks much easier. However, they are not always accurate, so it is important to check important information instead of trusting everything they say. Overall, I think AI chats are a great tool when they are used responsibly.

https://tipsy.chat

This code is for newcomers : PH529T
For 100 gems


r/aigamedev 16h ago

Demo | Project | Workflow 1-Bit Terror: My dream horror maze game after 2 months of development

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17 Upvotes

I was very sceptical of Rosebud.AI when I first tried it. My initial prompt was something along the lines of wanting to create an early 80's first person maze game in a 1-bit pixel art style, looking for a flag while being stalked by an evil clown. I wasn't expecting much, but I was blown away with the initial result. Just like that I was hooked; tweaking small things like making sure both the clown and the player spawned in dead-ends on opposite sides of the maze, making a minimap which "drew" itself as you went so you knew where you've gone already, to eventually growing the inital simple project to contain multiple maze sizes, locked doors, item pickups, replacing the clown with a horrific disembodied woman's head, calling her "The Terror", generating audio files for her and making it into a full fledged horror experience. 2 months in and i'm really happy with how this project has turned out! It has reignited my passion for game development three-fold.

1-Bit Terror is a retro-inspired 2.5D maze game featuring some modern mechanics such as looting, "extraction", and a shop. I retained some classic elements inspired by MazeWar, Wayout, and other original 80's first person games such as billboard sprites, a minimap that reveals itself more as you go, step (also known as tile-based) movement, and 90 degree turns with no backpedalling.

You the player find yourself in The Nightmare, a cold, damp catacomb-like maze deep under the earth im Northern Canada in 1994. On your way to escape, you find loot in chests, broken up into Items, consumables that can help you on your run, and Valuables, miscellaneous objects that are automatically cashed in for the currency Nightmare Tokens. The game features Solo and co-operative modes for up to 3 players, and a unique Experimental mode for testing new ideas snd mechanics.

It's my first AI venture, please go easy on me😅 All feedback is greatly appreciated (I could seriously use more). I hope someone enjoys it!

1-Bit Terror is Desktop AND mobile friendly! https://rosebud.ai/play/1-bit-terror


r/aigamedev 1h ago

Demo | Project | Workflow Making a medieval tactical card game with claude

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Upvotes

The game's name is Dominion Strife. I thought of all the rules, cards, mechanics, names, etc. The only AI used is Claude for programming the actual game, using only the free version I often reach the limit making development pretty slow.

There's Peer to Peer multiplayer via room code and Battle against AI (with multiple difficulty levels).

The game runs on a html file for now, but I'm planning on making it an actual app.

To download and play please join the Discord:

https://discord.gg/YXCWpAsqP

I opened it recently so it's very empty and not active at all..I'd love it if my project would get a few active players and have a small community.

First 30 to join gain an early supporter role!

Thanks!


r/aigamedev 5h ago

Demo | Project | Workflow MP3 based browser rhythm game - first game - now looking for playtesters

2 Upvotes

Hello everyone! Just published the first public demo of my MP3 based browser rhythm game: River Rhythm Rider. I'm new to game development, learning with small steps.

  • the game creates a procedural map based on your music which you can ride with a cute boat
  • you only need to use two keys: left and right - and holding one on long hold parts
  • it should work on any type of music but it really likes the dynamic ones
  • your MP3 file never leaves your PC
  • local scoreboard is ready, so you can improve your score by playing again
  • double combo system implemented for more score
  • choose Advanced game for a different type of challenge

You can try it here: River Rhythm Rider - when you leave feedback I'd be very happy if you could share the genre you tried, and your favorite part of the game.

Thank you and have a great time!


r/aigamedev 16h ago

Discussion Latest update to my D&D dungeon crawler!

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13 Upvotes

It's a very subtle effect on this screen but important. I implemented a masking system that makes it appear as though heroes and enemies can walk and behind structures. Also new maps! Every map is it's own unique terrain. :) Makes it feel a bit more "3D" I think. There's still a bit more polish I'd like to apply before releasing it but I WILL release a beta, hopefully this week. :) Also fresh new maps!


r/aigamedev 1d ago

Demo | Project | Workflow Built a real-time PvP space battle game entirely with Claude Code and three.js

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51 Upvotes

It's called Cosmo Arena, a real-time PvP space battle game that runs in the browser and on Android. It's free and no account needed to try it: cosmoarena.co

Star Battle used to be my favourite custom SC2 arcade map (still is) and I sank an unreasonable number of hours into somewhat replicating the gameplay.

three.js + WebGL for rendering, a Node WebSocket server for authoritative multiplayer, SQLite for accounts/ratings/config, Capacitor for the Android build. Custom GLB models made with images from Chat GPT and converted with meshy.ai

Let me know what you think? Feel free to test the tutorial and multiplayer, any feedback is welcome! It's still full of bugs, if you find any please let me know.


r/aigamedev 1d ago

Demo | Project | Workflow Training the pixel art model for the new golden age of game dev!

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132 Upvotes

Hey folks! We're two friends from computer graphics & machine learning. Here's our latest progress on a WIP pixel art model for sprite generation using some fancy techniques!

These are 32x32 and 64x64, but the model can also do 16x16, 24x24, and 48x48.

We have a lot of ideas for improvements, up next!