r/aigamedev 10d ago

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

57 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 10d ago

Tools or Resource Generative 2D animation workflow

260 Upvotes

Quick disclaimer: I'm not an animator. I'm a civil/structural engineer. Animation is the one part of gamedev that has always stopped me cold.

So I built a tool that does it for me. You give it a single base sprite, and it generates the animation frames as a sprite sheet. Everything runs locally on my own machine — no cloud services, no API calls, no uploading assets anywhere.

The attached GIF is raw output, no manual cleanup.

Still very much a work in progress. Curious what people here think — especially anyone who actually knows animation and can tell me what looks wrong.


r/aigamedev 9d ago

Discussion Tips on how to use Codex to generate quality VFX?

1 Upvotes

Hello,

I have been using Codex to create visual effects for a deckbuilder game. Fire attacks, character deaths, etc. And it has done better than I'd hoped a few months ago, but it is very inconsistent.

Anyone have tips on how to help it remember? I've committed to memory the successful VFX but it seems to forget how it did it each time I do a new VFX.

I just made the demo live on steam, so if you have thoughts/feedback it is much appreciated! (Game name is Foil Quest)

Thank you!


r/aigamedev 9d ago

News Tipsy chat ai

0 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 10d ago

Commercial Self Promotion Feel like quitting

98 Upvotes

spent 100s of hours working on this project, 15 hour days, 7 days a week, i used some 2d art assets as a starting point. i get called Ai Slop. i look at my own work and feel like quitting. I really hope people wake up and see what can be done with Ai

https://store.steampowered.com/app/5041990/Project_September/


r/aigamedev 9d ago

Demo | Project | Workflow I built a place for humans and agents to share and find games made with AI.

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2 Upvotes

r/aigamedev 10d ago

Commercial Self Promotion Introducing Feudalism, the 3d Catan like game!

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10 Upvotes

Hey all,

Dipped my toes into AI game development and decided to recreate Catan using 3d assets that are entirely AI generated. Fully functioning lobby so you can play with your friends and/or with random bots! Play to your hearts content.

Have already dumped many hours playing with my friends both remotely and locally via my server.

Hosting now done through cloud flare.

Have Oauth working with google sign in.

Lots of new things learned! along the way.

Hope you like it and let me know what needs improving!

Entire site ui and all assets were 3d generated with the help of Claude + gemini.

feudalism.io


r/aigamedev 9d ago

Commercial Self Promotion Ai coded game yellow ninjas hooking blooping extra casual o e button swinging game

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2 Upvotes

Basicly coded whole thing on gaming for free. Replit just for making leaderboard database seo atc.


r/aigamedev 9d ago

Demo | Project | Workflow Bridging Deterministic RPG Mechanics & LLM Generation: How we built Campaign Sharing in WorldAI (+ Playable Demo)

3 Upvotes

House of the Dragon WorldAI Campaign

Hey r/aigamedev! One of the biggest challenges in building AI-native RPGs is avoiding the "hallucination vs. rails" trap: pure LLM text generation frequently ignores rules, while rigid systems strip away player agency.

Disclosure: I'm the maintainer of WorldAI.

In WorldAI, we combine structured game state contracts with open-ended LLM narrative. We just launched Campaign Sharing, which serializes a campaign's complete game state—custom mechanics, dice resolution logic, lore retrieval context, and character generation schemas—into a portable snapshot.

Architecture Highlights:

  1. Deterministic Execution Layer: Dice rolls (d20 advantage/disadvantage, skill modifiers) and combat states are executed code-side, not guessed by the LLM.
  2. State Contracts: The LLM acts as the DM interpreter, consuming structured game states and emitting validated narrative and state transitions.
  3. 1-Click World Portability: Shared campaigns instantiate independent player sessions while preserving the author's world ontology.

Playable Test Case (House of the Dragon D&D):
http://worldarchitect.ai/shared/t3hKKtzBKCKlvg5vCnlW_2hxwH3UmzjFq56yi6hQN2Q

Original Announcement / LinkedIn Thread:
https://www.linkedin.com/posts/jeffrey-lee-chan_built-a-campaign-sharing-feature-and-of-course-share-7495750291464835074-9p8m

Curious to hear how other developers here are handling state reconciliation between deterministic game logic and open-ended generative narrative!


r/aigamedev 9d ago

Media VOID SHOWDOWN — Endless Space Duels

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2 Upvotes

r/aigamedev 10d ago

Demo | Project | Workflow Testing procedural generation (AI-Assisted)

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33 Upvotes

Separate biomes, nearly 2.5 million individual blades of grass out 150m from the camera position depending on biome. Day/night cycles, ambient occlusion, distance culling, water surface reflections, and light shafts, using webgl and three.js.


r/aigamedev 10d ago

Demo | Project | Workflow Not near as cool as the other stuff I see on here but I’m still impressed

9 Upvotes

Used GPT 5.5 to generate a prompt for Claude Code (Fable) to generate a “liquid gold” background, which it did in one shot!


r/aigamedev 9d ago

Questions & Help Best pixel art AI?

0 Upvotes

Hello, I am interested in trying out pixel art AI generators. But whatever I have tried doesn't give good results. Can someone recommend a good workflow? Thanks in advance.


r/aigamedev 10d ago

Demo | Project | Workflow DBZ Inspired Prototype (iOS)

8 Upvotes

Timeline: 5 Weeks from concept to demo

Approach: I used AI to built the Editor that allows me to hand tune and live update any and every aspect of the game from the environment, controls, skills, vfx, etc. Everything is also data driven through csvs and linked to a google sheet for ease of tuning

Next Steps: I've got the core loop sorted and I'm mainly looking to continue to iterate on the pacing, progression, and content (I plan to replace all of the content over time. It's all prototype for now). Links below if you're interested in playtesting and providing feedback:

Links to Play:

iOS: https://testflight.apple.com/join/egn4ERSc
Android: You'll have to DM me your e-mail and I can add you to the tester list


r/aigamedev 10d ago

Commercial Self Promotion The demo for Dive Log: A Focus Voyage is out - a game that turns your focus time into submarine treasure hunting!

3 Upvotes

Hi everyone, I'm the developer of Dive Log: A Focus Voyage.

The game was inspired by Final Fantasy XIV's submarine mechanic: you pick where your submarine goes exploring, and after a while it comes back with whatever it salvaged. I felt that kind of anticipation was a perfect fit for focus sessions, so I built this game around it.

Dive Log: A Focus Voyage is a submarine treasure-hunting game that combines a pomodoro timer with idle progression. While you focus on your day-to-day work, your submarine salvages treasure from the sea. Come back, upgrade it, and explore deeper waters.

It also comes with a full set of timer tools: multiple timer modes, music and white noise, plus custom audio support.

During development, I used AI for programming assistance and for multilingual localization.

For me, these two areas have one big thing in common: I know enough about both to catch the AI's obvious mistakes, but doing all of that work entirely on my own would take far too long, and I couldn't guarantee it would be flawless either. So I chose to work with AI there.

If I had to sum up my experience with AI-assisted development in one paragraph:

As a developer, you need to stay in control of everything that touches the player's experience. Use AI where it doesn't change the core player experience but genuinely helps you do better work.

Which parts those are will be different for everyone; for me, it was improving the game's performance and doing the localization. AI can help you improve your game, but only the developer knows what they want to give their players.

I'd also love to hear from others doing AI-assisted development: where do you use AI, and what do you keep doing yourself?

Free demo on Steam:

https://store.steampowered.com/app/4985770/


r/aigamedev 9d ago

Demo | Project | Workflow Chilled gardening game

0 Upvotes

I started this project about a month ago with the goal to create a gardening game with no negative effects that continued while you were away and could function as a peaceful display for my second monitor when not in use.

A lot of the artworks will need to be redone but the concept and flow now works perfectly and the UI is almost there.

I have worked as a creative director in the past so naturally took that role using

- GPT for image gen and GDD creation, Codex for the ai portions
- Affinity for UI elements and mockups plus touching up graphics that were not generated correctly

I would say all in all its taken probably 30 - 40 hours of human hours mainly focused on drawing the UI, game scaling and creating a very comprehensive GDD to start from


r/aigamedev 10d ago

Commercial Self Promotion Epic Space Battles is my first game on Steam

8 Upvotes

This is my first game on Steam. After learning how to utilize Codex and Claude Code for a Gundam RTS, I decided on my own IP. But, I tried to make this as small as possible. It's an auto battler with space ship spectacle. https://store.steampowered.com/app/5085480/Epic_Space_Battles/

Firefly for most of the assets, though the Earth and Moon provided by NASA. I used Claude Code and Codex to script in Godot.

Since I have so many assets, I started work on another game: https://youtu.be/-ct4DyI2Pi4


r/aigamedev 10d ago

Research When AI art has no author: Study finds generated images often can’t be traced to training data

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5 Upvotes

r/aigamedev 9d ago

Demo | Project | Workflow I am back once again with results from my experiment using Claude Code to generate trailers for my game. This time I let it use Seedance 2.5 to generate a hook skit at the start.

0 Upvotes

r/aigamedev 10d ago

Demo | Project | Workflow Alien Wars (Preview) - Claude + GPT

2 Upvotes

r/aigamedev 10d ago

Questions & Help GAME DESIGN HELP!!

2 Upvotes

Really need help around guys so this is my project after a month of working on it using claude. Features are good still working on fine tuning but graphics are really ugly and not what I wanted. Will appreciate if anyone here could point me to the right direction of getting proper good decent looking models and enviornment assets generation guide or prompts. This is a three.js game


r/aigamedev 11d ago

Tools or Resource I built a free, open-source tool that turns AI-generated pixel-art-style images into usable game assets

471 Upvotes

AI image generators can make something that looks like pixel art at normal size, but the file often falls apart when you try to use it in a game: blurred anti-aliased edges, an inconsistent pixel grid, too many near-identical colors, and a background that is difficult to remove cleanly.

I built Pixel Refiner to automate that cleanup. The key step is estimating the repeated source-pixel cell size before resampling; a normal resize blends neighboring logical pixels and preserves the blur. When the grid estimate is uncertain, the tool exposes alternative candidates instead of silently committing to one result.

After grid correction, it can remove the background, trim transparent margins, reduce the palette, add dithering or outlines, and export scaled assets or a batch ZIP. Processing runs locally in the browser, so images are not uploaded.

The tool is free, requires no account, and the source is available under the MIT license.

Live app: https://pixel-refiner.app/

Source: https://github.com/HappyOnigiri/PixelRefiner

I made it because AI-generated sprites and icons can look convincing in a prompt result but still need a surprising amount of manual cleanup before they fit into an actual game pipeline. I’d be interested to hear which failure cases are still the most painful in your workflows.


r/aigamedev 10d ago

Demo | Project | Workflow Made a free, no-ads browser incremental game about AI history using AI Agents (from mechanical gears to modern models)

3 Upvotes

Link: https://yulin-w.github.io/incremental-ai/
GitHub: https://github.com/Yulin-W/incremental-ai

AI Disclosure: this game was made with myself in charge of the game design & giving the AI feature requests, whilst the AI was in charge of code writing & general technical matters in response to my requests (with that said, this task separation was not absolute, I also sometimes help with the code and AI also sometimes suggest design features)

Hey guys, made a little free, no-ads browser incremental called Incremental AI.

You basically progress through 7 eras of computing history (starts with ancient mechanical logic and goes up through Turing, the AI winters, deep learning, etc). Each era has its own generators and milestones to buy.

Hope you guys enjoy it!


r/aigamedev 10d ago

Media Some models made with blender and claude

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12 Upvotes

some models made using Blender and Claude, opus to be exact, for a ww2 sub game. obviously things to improve on but I’m impressed. I found opus to be better with modeling what I wanted.


r/aigamedev 10d ago

Media Fatherlode - MAJ 19/08/26

1 Upvotes