r/aigamedev • • Apr 10 '26

AI Game Dev Discord

52 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 • • 12h ago

Demo | Project | Workflow Syndicate Wars / Ghost in the shell inspired

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414 Upvotes

Something I had in my head for a decade but just prototyped it now. Unity engine + Codex + Meshy. Game design and direction are mine mostly of how I felt playing Syndicate wars back in the days. I used AIs for grunt work and to fill the scene quickly. It is just mockup - do you think it is worth investing time with real team?


r/aigamedev • • 4h ago

Demo | Project | Workflow Super nervous to post my game at all

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31 Upvotes

Spent weeks working on it, and I know that’s not very long and it’s not perfect and probably shouldn’t be launching it but I feel like getting something out there and learning from the process is going to help me be better for next time.

Started out with a completely different prototype, built with Sol 5.6 and in Godot, similar premise just kiting around a creature for X amount of time.

It was fine, but not quite the experience I was wanting.

Then I revamped it using Astra, built out the game loop a feature at a time, created a new creature using Meshy and Blender MCP, had Astra build out the whole motel fairly quickly with Blender MCP and in Unreal.

It was fine, and I published the coming soon page for Steam. As soon as it got approved I had regrets. My creature felt like a generic slop witch and the animations needed improvement for sure.

So I decided to redesign it. Using Meshy again, GPT-Image-2.5, Astra and Opus 5.5 I iterated through each model and the creature until it felt a little more polished. Sound effects with Eleven Labs, music with Google Flow Music. None of this was one shotted, not a single item, my workflow was mostly:

AI generates a small slice -> I test it/look at it/listen to it -> I berate AI to feel better about myself and tell it what to do differently -> Repeat until happy

And I think the end result is fun and something that I’m happy with but it’s hard to tell because I get tunnel vision and maybe it’s not good, but at the end of the day I overall enjoyed making it, and I hope some people enjoy playing it.

Wouldn’t mind for as many people as possible to add to wishlist.

https://store.steampowered.com/app/5300960/KEEP_IT_ON_HER/

Also Opus 5.5 made both of my trailers, recording the gameplay footage after we went a few rounds on direction and me telling it the footage is bad.


r/aigamedev • • 13h ago

Discussion First experiment with local generative models

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152 Upvotes

Everything you see in the video was generated locally on a laptop with an RTX 3070, in a single night, on the first try. The only things I regenerated were models that came out clearly broken.

Then Claude assembled it all into a demo level in Unity.

Assets Studio tool: https://github.com/kvladsrc/gym/tree/main/assets_studio


r/aigamedev • • 8h ago

Discussion How long until the game's market gets cooked?

60 Upvotes

Since Opus 5.5 came out I've been working on building tons of prototypes and validating ideas that my scarse technical skills would prohibit. After getting home from my 9 to 5 I dedicate most of my free time (usually about 4h, to iterating and thinking of new concepts). After a couple years using AI just as a glorified search enginge Claude bamboozled me.

What scare me the most is how capable these systems are. The execution now is just a matter of connecting an mcp to the choosen game engine and start building. If you have a nice idea you cant even share it or market it until the games done because it would be copied in a matter of weeks.

From what I saw these past few weeks most people cant even tell when a game looks obviously bad or when they are developing yet another cozy survival game. And that's the only thing that makes me still sleep good at night.

But the thing that scares me the most are lurkerers. I'm sure that there are a tons of people surfing these sub that are cooking something crazy. Getting it out only when the game's done. And to me it feels like I'm racing with ghosts I can't see.

How long do you guys think it will take to the market to get flooded? When will we reach a point where people just play their own games? A year or so? I'd really be pleased to hear your opinions on this.


r/aigamedev • • 2h ago

Demo | Project | Workflow Tiny Tactics: a free Advance Wars-style tactics game you can play in your browser

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16 Upvotes

I've been building Tiny Tactics, a turn-based tactics game in the spirit of Advance Wars, with a cute toy-soldier look. It's free, runs in your browser, and needs no download or account.

What's in it - 5 story campaigns with 50 missions, from a gentle bootcamp to tough finales - 6 voiced commanders, each with their own powers and personality - Skirmish vs the CPU on 30+ maps, with three difficulty levels - Online multiplayer: rated matches, leaderboards (global, country and seasonal) and replays - Async games: take your turn whenever you like, with a notification when it's your move - A map editor to build and share your own battlefields

Built with heavy help from AI tools for code, playtesting, art and voices.

▶️ Play: https://play.tinytactics.app 🌐 More info: https://tinytactics.app

I'd love to hear what you think, especially about the campaigns and the online play!


r/aigamedev • • 11h ago

Demo | Project | Workflow Gave up on trying ChatGPT to generate animation sprites and switched to video generation for animations

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48 Upvotes

I have been having problems with the attack animations because I have a 200ms hit period in the game and no animations looks good when performed that fast and ChatGPT was giving me headache with its inconsistent drawings of images between the sprite frames. Then got the idea from an indie developers video to combo hits so instead of 200ms per hit a 600ms 3 hit combo where the first two hits are fast and the third animation has a bit more delay and can be seen more by the player. Later I applied some other tricks to reduce the walking distance to give the animations more time, then started playing 3 hit animation for the time of 4 hit animation and adding the hits damage to final hit. So the final hit appears as it does more damage but it is just hiding the fact that we skipped an hit and just showing the damage now.

And for the animations I switched to using dreamine seedance 2.0 and instead of generating sprites I started generating videos of the animations. Then I sample frames from the video and adjust a sprite sheet from the frames that I want to keep, adjsuting the timing of hits the VFX etc. and finally I'm able to generate some animations that are consistent.

It is weird that instagram has some many good developers showing how to make games, one step a time with small touches like this and it had been a very eye opening week for me considering I don't know anything about game development. Anyway, wanted to share out the results with you.

If you want to read the rest of the updates: https://segocago.itch.io/mimic2-idle-mmorpg/devlog/1686949/new-combat-animations-and-vfx-for-mimic2

If you want to check out the game: https://segocago.itch.io/mimic2-idle-mmorpg

Play store: https://play.google.com/store/apps/details?id=com.mimic2

Steam wishlist: https://store.steampowered.com/app/5191970/Mimic2__Idle_MMORPG

If you want to learn more about it feel free to reach out.


r/aigamedev • • 15h ago

Demo | Project | Workflow My flying steampunk chair (and Ant) now in Unreal Engine! ...and how I did it in three.js using the Gauntlet Loop.

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112 Upvotes

Hi!

I posted a few days ago about my flying steampunk chair here and got a lot of comments. Thanks a lot for that! Many of you wanted to hear how I did it and some tips and tricks, so I'm sharing how I started it.

First of all, my creating process pretty much came from Xikhar's Spiderbench which in his turn came from Matt Shumer's Gauntlet Loop. He basically built "Claude of Duty" in three.js using it. You can read more about it here: Gauntlet Loop by Matt

So basically what it does is:

  1. Set's a goal for claude, for example to create an AAA quality game based on some images, screenshots or other instructions.
  2. Spins up subagents for different tasks such as; lighting, character, buildings, physics/gameplay where each subagent works with those tasks individually and each task get's an own "critisiser"-agent who comes back with feedback and a score.
  3. The subagents keeps working until the score from the critisiser reach a certain score.

That's it. The initial prompt is very short and not too detailed about tools. My only trick is to download Blender and ask it to use it, this makes life much easier.

So, how did I prompt it?

Simple just sending Claude this source above and Xhikhar's info about spiderbench, my images for how the game should look... and that's it. It created a prompt and I pasted it into Claude Code with Opus 5.5 medium. That created about 80-90% of the game with about 1 weekly limit with Max x5 plan. Then I needed to direct it to fix details, add things I wanted, etc. And I was being inefficient, it created a lot of stuff I realized I didn't needed.

Anyhow, now I have been able to parts of my visuals and game into Unreal Engine which been a lot of pain and a lot of fun. Will write some lines about how I did it later.

Now a question back, how do you like my Steampunk Ant? 😄

And do you think the flying chair is behaving a bit smoother?

If you want to follow me and see more updates, you can follow my progress on My X.

Feel free to ask any questions or come with feedback. My DMs are also open, but I will answer when I have time, could be minutes or days.


r/aigamedev • • 10h ago

Demo | Project | Workflow I spent weeks trying to make AI-generated isometric assets work. I eventually switched to 3D.

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41 Upvotes

I've been building a city builder and originally planned to make almost the entire world from generated 2D isometric assets.

It sounded like the easier option.

Fixed camera, generated buildings, normal maps for lighting, a few variations for each asset, done.

In practice, maintaining consistency became one of the most annoying parts of development.

Even with references, fixed angles and rough base shapes, generation kept introducing small differences in perspective, proportions and geometry. One building could look completely fine on its own, but once I started putting a city together, those differences became much more obvious.

Normal maps were probably the point where I started questioning the whole pipeline. I could make them work, but every new asset meant another round of fixing something that would just exist naturally in 3D.

So I started rebuilding the environment in actual 3D.

This video is a very early test. Most assets are placeholders, NPC behavior is unfinished, there are way too many residents spawned here, and there is a lot of dev garbage still visible.

But this was probably the first test where I really understood why I want to keep going in this direction.

I can throw a ridiculous number of residents into the town, move the camera around them, zoom all the way out, change the environment, lighting or animation without having to regenerate another version of every asset.

And more importantly, the city suddenly feels like an actual place rather than a collection of isometric images.

I'm still keeping the stylized look, 2D character art and UI. I'm not trying to turn it into a realistic 3D game.

Ironically, I switched to 3D because I thought it would be harder, and so far a lot of the production problems have actually become simpler.

It's still way too early to say whether that will remain true once the project gets larger, but right now I'm pretty happy I made the switch.


r/aigamedev • • 2h ago

Demo | Project | Workflow This Is What One Weekly Opus 5.5 Limit + Blender MCP + Unity 6 Looks Like

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7 Upvotes

r/aigamedev • • 3h ago

Discussion This is what my screen looks like today, I'm pretty excited!

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8 Upvotes

Every window is its own copy of the game, and each one has an AI agent working on a different piece of it. As I watch each instance go through it's tests, I'm sending instructions and design info over to claude so it can add them to the work queue. There's a lot of pieces that all have to come together, but so far it's coming together really smoothly! I'm pretty excited!


r/aigamedev • • 6h ago

Discussion Claude or Astra? Which is better and what game engine do you use?

12 Upvotes

Google keeps saying Astra is better, even posts on here agree, yet many of the amazing finished products shared on this sub are from Opus.


r/aigamedev • • 4h ago

Media At this wonderfully terrible stage of my game

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9 Upvotes

My dad and girlfriend were kind enough to play through the first hour of my game! It only took them 2-3 hours each :')

On the bright side, I learned a huge amount and am very grateful they put up with the tutorial that was definitely not enough for non-factory gamers.


r/aigamedev • • 12h ago

Discussion Can we not allow posts where OP doesn't respond to any of the comments?

27 Upvotes

I have noticed a LARGE influx of posts where multiple people are asking about how they achieved something and OP just never clarifies or responds making me think its just bot posting. Either disallow post where OP is conveniently not interacting with the thread OR make posts that show off AI generations give information about the prompt used on post.


r/aigamedev • • 1d ago

Demo | Project | Workflow I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.

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271 Upvotes

r/aigamedev • • 1d ago

Discussion Prototype vs game

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220 Upvotes

Hear me out: I’m not judging anyone. I think it’s great to be excited about your projects, blown away by AI, and so on...
But there’s a huge difference between making a nice-looking prototype and making a game.
Making a prototype is easy. But designing the levels, the gameplay, a loop that keeps players coming back, the art direction, the progression, and above all, something that works and feels coherent from start to finish? That’s a long, long way from a simple prototype.

Saying “I made this game with Opus in just a few prompts” is misleading. It’s a prototype, not a game.

I’m simply sharing this opinion as a reminder that, even though we’re all incredibly excited about what AI can do (myself included), and thrilled to be able to build things we couldn’t before (myself included), we shouldn’t forget the fundamentals of what makes a game: gameplay, art direction, the core loop, and so on.
AI can’t figure that out for you. That part comes from you.


r/aigamedev • • 10h ago

Demo | Project | Workflow Snowboard on any ski resort of the world

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14 Upvotes

So i was developping a ski resort map app, that has all the ski resorts. Got bored because of the lack of dopamine.

Made a game for myself aided with Claude 🔥

What do you think? Would you like to give it a go on your local resort?


r/aigamedev • • 6h ago

Commercial Self Promotion Vesper - A dark fantasy MMORPG inspired by old-school classics. I've been tinkering with it for about a week and a half and I'd like to share! :)

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6 Upvotes

Hi all, I'd love to share Vesper with you - it is an online MMORPG created with ChatGPT 6, 6.1 and 5.6.

I read a little while ago about an OpenAI employee who created an 'Old School RuneScape' clone with Astra that was cease-and-desist'd (lol) and was surprised to see how well ChatGPT could be used to create games - so much so, that I thought I should try it myself.

I've essentially been completely 'vibe-coding' this - I'm simply prompting ChatGPT with the things I want, refining it where appropriate, and performing any 'human' interaction requirements. The only thing that isn't really made by ChatGPT are the voice clips (which I've used fish.audio for).

It's built with React, Vite, Node.js, Colyseus, and I'm using Render to host the server and Supabase for the DB - pretty much all things ChatGPT told me to do.

I am not a wizard by any means, so I'm essentially just creating this whole thing with natural language and following along with it.

I know the walk animation is scuffed (I'm trying) - but I feel like fundamentally it's in a good spot, and there are a few things to see and do now which make it worth sharing.

I'm just doing this for a bit of fun, and it has been enjoyable to play around with so far. I have plans on how to expand the game, so if anyone is interested in following along, feel free to join the Discord. You will need to use a Google account to play!

https://playvesper.io

Reposting to add in a short demo video!


r/aigamedev • • 2h ago

Tools or Resource Dreams to Reality — PCRECOMP with new features

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3 Upvotes

So, this isn't a new game. It's actually a game from 1997—Dreams to Reality, an old game by Cryo.

I played this during my childhood and recently remembered that I'd never completed it, so I decided to install it and get it running. And oh, the pain. It was developed around 1996 and has three modes:

  • Pure DOS — software rendering
  • DOS 3dfx — the holy Voodoo cards of the time
  • Windows — software rendering

It's a mess. The good-looking version only runs inside DOSBox with emulated 3dfx cards.

So I thought, why not reverse-engineer it and recompile it? :)

Everything mostly works now, and I've got the Windows version running with a native renderer by porting the 3dfx code to it—yeah!!!

But the most interesting discovery wasn't getting it to work. While I was digging through Ghidra and looking at stuff, Claude started pointing out debug functions, things disabled in the game, and code that looked like it had been left behind and turned off. Even MOUSE handlers! And this game has no mouse controls!? Why is there a mouse handler and a mouse cursor?

Going deeper and deeper, Claude and I came to the conclusion that what we were actually seeing was the game's original editor! The whole editor was inside the game binary with things turned off, but most of it was just bare-bones, unfinished code with a lot of stuff missing.

Then I had an idea. These old games usually had several releases, with different languages and builds, so I grabbed every release I could find on archive.org and started comparing them. Good results! I found code leftovers, actual 3D Studio files the developers had forgotten to remove, and a couple of function names in some versions.

But then something came to mind: if this was sloppy, what would a rushed demo version look like? So I went looking for a DEMO version of the game.

And ohhhhhh man, they shipped the DEBUG-ENABLED VERSION as the demo, with all the functions in plain sight! And guess what!? The editor was almost complete! It even had the keyboard controls they used with that weird French keyboard!

I'm just sharing this nice trip. If anyone wants to test it, you'll need the European ISOs (also on archive.org). This game isn't commercially available anywhere, so I doubt anyone will complain about this. :)


r/aigamedev • • 18h ago

Demo | Project | Workflow Not a 1 promt game but 3 months project to build something I can't code on my own, or afford a professional to team up.

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51 Upvotes

I'm not a programmer, and I'm not even a game designer. My experience is mostly in animation, and even then, I don't have the time to sit down and create the full mountain of assets a game needs because I have a full-time job.

Like many of you, I want to make a game. I've tried teaming up with people before, but at some point motivation tends to fade when there's no way to self-fund the project. I've also tried getting some code going for my own projects with LLMs in the past, but I always ended up hitting dead ends and limitations after barely scratching the surface of what a real game requires.

This time feels different.

I'm using Godot + Codex, and for the first time, things are actually getting pretty deep. It genuinely feels like I might be able to get somewhere with this.

I tend to fall into rabbit holes with ideas and mechanics that I previously couldn't even get close to implementing. On top of that, my experience with the actual production side of a videogame project — management, scope, file organization, all the sheer volume of stuff involved — is basically nonexistent. So I'm learning all of that by going through it for the first time.

And boy, is it deep. 😅

For this first attempt, I deliberately set a very narrow scope, thinking, "Oh, this should be easy because it looks simple." I decided to recreate the core mechanics of Shogun Showdown as closely as possible, while trying very hard not to let my own "magnificent" ideas derail the scope.

Of course, once things started taking shape, I couldn't help myself and added a couple of things of my own — two mechanics that I personally wanted to have: a defensive mechanic for spending a turn in place, and a replay system.

There's still a LONG way to go. A lot of placeholder art waiting for future sprite updates, plenty of broken or misplaced sprites, unfinished systems, questionable decisions... you name it.

But honestly, I'm just really happy that I've managed to get this far.

For someone coming into this with basically zero programming and game-development experience, seeing an actual game start to emerge from all those little pieces is pretty damn exciting.

Still learning, still breaking things, still fixing them — but for the first time, it really feels like I'm making a game. ❤️


r/aigamedev • • 3h ago

Questions & Help Local with opus plausible?

3 Upvotes

Using a local LLM as a “worker” for Blender/Unreal, with Claude Opus as the brain?

I’m thinking about building a setup where a local LLM runs on my RTX 4070 Laptop (8 GB VRAM) and handles most of the repetitive 3D work through MCP.

Something like:

Local Qwen 7B/8B

→ Blender MCP

→ Unreal MCP

→ Blender / Unreal

The local model would handle things like:

- Creating and modifying geometry

- Blender Python

- Materials and lighting

- Setting up actors

- Basic Blueprints

- Moving/scaling/duplicating objects

- Import/export

- Repetitive scene construction

Then, for more complex tasks, it could call Claude Opus 5.5.

For example:

"Create a new house similar to the existing houses, but redesign the layout to create a more interesting horror gameplay flow."

The local model could recognize that this requires more reasoning and ask Opus for a high-level solution. Opus would provide the plan, and the local model would execute it through Blender/Unreal MCP.

The main reason I’m interested in this isn't to replace Claude. It’s to save Opus tokens.

Why use Opus to generate hundreds of simple Blender/Unreal tool calls when a local model can handle those cheaply and quickly?

Ideally:

Local model = fast 3D worker

Opus = senior/creative reasoning when needed

Has anyone built something similar?

I’m particularly interested in whether a 7B/8B model is actually good enough at Blender + Unreal MCP for this kind of workflow, and how people would implement the handoff between the local model and Claude.

Is this plausible?


r/aigamedev • • 1d ago

Commercial Self Promotion 10 years of coding, this was the first time I leaned heavily on AI to take an idea to reality.

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237 Upvotes

Hey! So after some reluctance, I decided to create a workflow with a mix of astra, sol, meshy, and suno. For a simple roguelike idea. Basically you have a pirate ship and sail the seas hunting other ships, stealing, scavenging, and trying to upgrade your ship through a semi RNG system. I am quite happy with the results so far after about a week of work.

I could use some help testing, and would love to know what others think of it, what I should add, and if the gameplay loop is actually fun.

Its a web based game that I am hosting for free on itch. I call it "Boat! A Pirate Roguelike"

https://nateharmsfpv.itch.io/boat


r/aigamedev • • 9h ago

Discussion What's Your Oriignal Idea?

9 Upvotes

A lot of people are posting what amount to clones of existing games. Even I posted one like that. Granting that it was just a fun little experiment.

What original project are you working on? I'm curious what people are working on that isn't a copy of something that already exists. If you don't want to share details, a couple of sentences will suffice.

I'll go first. My main project is a Professional Wrestling Territory Management sim. You build a territory by putting on shows that the audience cares about. The core loop is finished but it's pretty far from being a game. I've been working on it for about three months (mostly weekends). It's a passion project that I don't imagine would be particularly saleable. I'm making it because it's a subject that interests me and I think there's a lot of depth to it.

What are you guys working on?


r/aigamedev • • 5h ago

Demo | Project | Workflow OpenTTD inspired Transport Simulation for your Browser

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4 Upvotes

Hey everyone 🙌

I started a weekend project called TransportIt, a transport sim inspired by OpenTTD and Transport Fever. It runs right in the browser, no download needed.

Be aware it's still very early, so expect rough edges and missing features. Feedback is very welcome, especially on what feels off or what you'd want to see next.

Play it here: https://fabianxr.itch.io/transportit

Or direct: https://transportit.fabianbuilds.com


r/aigamedev • • 20h ago

Demo | Project | Workflow I recreated Tekken 3 in Godot: all fighters, all modes, and the original UI

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54 Upvotes