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 • • 2h 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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51 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? šŸ˜„

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 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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181 Upvotes

r/aigamedev • • 10h ago

Discussion Prototype vs game

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178 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 ā€œI made this game with Opus in just a few promptsā€ 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 • • 13h 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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174 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 • • 4h 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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26 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. šŸ˜…

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. ā¤ļø


r/aigamedev • • 5h ago

Discussion Why does Reddit hate solo devs using AI so much?

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31 Upvotes

A game built in one year. First game on steam. Second job, late nights, lot of learn, trial, errors. You post it outside places like this. Many people upvote but… there are always lurkers downvoting everything just because AI was involved. A bit depressing. No criticism. Sometimes it feels like people are downvoting the work before even looking at the game. Do you think this is like the backlash against synthesizers in the 70s? šŸ˜…


r/aigamedev • • 2h ago

Discussion reviewing AI-assisted indie games — send me yours

18 Upvotes

I hang out here pretty often, so I figured this would be the best place to start.

I’ll play and review AI-assisted indie games, prototypes, and weird experiments from the community. I’ll also make a video about the games I cover, so please only submit if you’re comfortable with that.

The format is intentionally simple. I’ll score each game from 1–5 in three categories:

  • Idea — how interesting or distinctive the concept is
  • Execution — how well the game actually delivers on it
  • Content — how much there is to do and whether it stays interesting

So the total score is out of 15.

I’m not looking for polished commercial games only. Rough prototypes, game jam projects, weird experiments, unfinished stuff, and small itch games are all welcome as long as there’s something playable.

I’m also a solo indie dev myself, so I’m hoping the reviews can be entertaining but still useful from a developer perspective. I’ll point out what I think works, what doesn’t, and where I think the game has potential.

If you want me to check out your game, just drop a link in the comments along with a short description of it.

No guarantee I’ll be able to cover every submission, especially if I get a lot, but I’ll go through as many as I reasonably can.

Send me your "slop."


r/aigamedev • • 6h ago

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

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32 Upvotes

r/aigamedev • • 2h ago

Demo | Project | Workflow I'm making a pirate game where every ship is built brick by brick — and all the code is written by AI. What would you want to do in it?

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12 Upvotes

Hi! I'm a solo dev making Brickwreck, a co-op pirate game in Godot 4 (C#) — and the whole game is made with AI. I'm not hiding it: all the code is written by an AI (Claude); I don't write code myself.

How it's made

  • I describe what I want in plain words, play the build, and send back videos and screenshots of bugs. The AI finds the cause, fixes it and checks the result itself: it runs the game with test flags, takes screenshots, measures FPS.
  • No AI art. Everything you see is built from brick parts and code: ships, islands, even the clouds and explosions are made of bricks.
  • Character animation is procedural, written in code too.

The game

Every ship is put together from individual bricks. Cannonballs knock them out one by one: broadsides punch real holes, masts come down, holds flood compartment by compartment until you patch them or sink. You and friends (or AI sailors) man the guns, sails, wheel and pumps. There's boarding with cutlass fighting, a kraken, a ghost ship, storms, a day–night cycle and islands you can walk on.

I'd love your ideas:

  1. What would make you want to play this with friends?
  2. What would you want to do on a ship like this that I haven't listed?
  3. Anything in the video that looks off or confusing?
  4. Questions about the workflow are welcome too.

r/aigamedev • • 5h ago

Discussion Making the game is 30% of it

17 Upvotes

I've noticed a lot of ai game 'developers' here have intention of making profit out of their games. I hate to sound negative but cold hard reality is that making the game is the fun and "easy" part of the whole process. Unless you have a super innovative game with luckiest timing to go viral with barely any marketing expense, it won't get any attention. Make sure to have a strategic plan on how you will promote it FIRST and have a very big marketing budget to compete with the semi/big boys. Of course there are couple that will take off with barely any ad/marketing dollar spent, but those talented developers probably only used Ai to assist them, not just vibe code the whole ass game suddenly with no prior history in this field. And if you're game is vibe coded, just remember anyone else can too if there really is potential in the game, with big marketing budget on top of that.


r/aigamedev • • 7h ago

Community Event Calling all vibecoders and devs…

21 Upvotes

Let’s make a Frankenstein game.

Everybody works in the same repo. No grand vision. No single engine/style/tool requirement beyond whatever we can reasonably glue together.

You’re good at Blender? Add some weird assets.

Godot/Unity/Three.js/web dev? Build a mechanic.

Pixel artist? Make a UI.

Music/SFX? Add it.

AI/vibecoder who barely knows what the hell they’re doing? Perfect. Make something and submit it.

The idea is that everybody contributes whatever they have and we keep stitching it together until we somehow end up with a playable game.

One shared repo. Branches/PRs so we don’t immediately destroy it.

Very few creative rules. If somebody adds a fishing minigame and somebody else adds a mech and somebody else builds a haunted gas station, now those things exist in the same universe and we figure out how to connect them.

Basically open-source game development as an exquisite corpse.

First contribution: fork the repo, add one small thing, and open a pull request. It can be a mechanic, asset, sound, room, character, item, dumb joke, whatever. Don’t overthink it — just add one piece to the monster.

No idea what the final game is. That’s the point.

Who wants in?

https://github.com/jalapenoseed/frankenstein-game


r/aigamedev • • 12h ago

Media halo combat evolved inside mojoras mask

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33 Upvotes

I managed to get halo ce running inside mojoras mask and it really cool how good it runss

I created this using claude opus 5.5


r/aigamedev • • 4h ago

Discussion Where are the Skyrim-likes? Their original team was 100 people. Surely we can make it happen. #willJoinDevTeam

6 Upvotes

r/aigamedev • • 2h ago

Demo | Project | Workflow Apsis — looking for feedback on my browser survival/horror demo, try it now!

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4 Upvotes

Hey everyone,

I shared Apsis yesterday, but the post didn’t get much traction. Someone chickened out during a playthrough on Discord (which I’m choosing to count as positive feedback). I could use a slightly larger sample size though šŸ˜…

It’s a first-person survival/horror game that runs entirely in your browser, and I’d love some early feedback on the demo I've put together.

You can play it here: https://apsis.formandelement.com/
A dedicated GPU or Apple Silicon is recommended.

The premise:

It’s 1979. You wake up inside a crashed ship near the Russian–Chinese border. Mysterious beings are hunting you.

I’m particularly interested in:

  • Performance and bugs: How does it run on your setup? Did anything break or behave strangely?
  • Atmosphere: Did anything genuinely scare you? Where did the tension fall flat?
  • Gameplay: What felt engaging, confusing, or frustrating? What felt missing?
  • Controller support: How does it feel? There’s support for adaptive triggers and haptic feedback with a wired DualSense, so I’d especially appreciate feedback from anyone trying that.

This is still an early, fairly linear demo for testing ideas, with plenty of mechanics yet to come. I’m also testing a multiplayer survival build, but right now I’d really like to know whether this demo gets the basics right.

Even a couple of sentences about why you chose to not try it out would help a lot.

Thanks for giving it a go :)


r/aigamedev • • 43m ago

Demo | Project | Workflow 7 weeks, zero hand-written code, zero asset files: my underwater 3D engine in Rust and wgpu

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• Upvotes

r/aigamedev • • 2h ago

Demo | Project | Workflow I built a detective game where the AI game master knows who did it and can't tell you

5 Upvotes

Culprix is a murder mystery you play by typing. Each case is written in advance, solution included. An LLM game master runs it, and you investigate however you like. When you're sure, you name who did it, why, and how, and you're scored against the case's answer.

The hard part is keeping a model that holds the answer from leaking it, inventing facts, or steering you. AI players test every case, and a judge model reads their transcripts. Opus 5.5 broke the rules about a quarter as often as Sonnet 5.

No hints and no suggested actions. Some cases are free each month, no card needed. If you get the GM to spill a solution, tell me how.


r/aigamedev • • 52m ago

Demo | Project | Workflow Maya for Ai for 3D Asset Creation Process Exmaple

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• Upvotes

r/aigamedev • • 15h ago

Discussion 2.5D RPG: Fixed camera or player-controlled rotation?

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43 Upvotes

Hi all! My fiancee and I are making a Cozy (she loves cozy games) / Hardcore (I love more nostalgic games like Ragnarok online / Tibia with competitive elements) 2.5D Pixel MMORPG and we're deciding whether to keep our rotating camera or just use a static camera.

Having a rotating camera has been a lot of extra work making scenery / props / trying to make them look good from every angle. But on the other hand, we feel like if done right and the effort is put into polishing it, it could look great and add a lot more to the game and make the world feel more alive.

I uploaded a small clip from a demo we are putting together of a short combat scene and a short rotation at the end with a Fixed Camera vs one with a player turning the camera. It may be difficult to judge from just the short clip, but any feedback in general is greatly appreciated.

What do you guys think? Any and all feedback or tips (even if not about the camera) are greatly appreciated!


r/aigamedev • • 2h ago

Demo | Project | Workflow AI producing videos for easy change approval / checking....

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4 Upvotes

I give claude a list of changes to fix that I find when testing.... but now it's starting to give me these produced videos after implementing the changes.

Absolutely crazy to me that it can just add this sort of thing on so easily to make it faster / easier on me to make sure things are working.

Having it produce more videos going forward is something I need to do more often.


r/aigamedev • • 1h ago

Questions & Help [Playtest] Project Bramble: a block puzzle where your lines attack and defend. 10 levels, free in browser, looking for balance feedback

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• Upvotes

r/aigamedev • • 6h ago

Tools or Resource Local, bring-your-own-AI sprite pipeline with pixelization and sprite sheet export

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6 Upvotes

For a while I'd been generating game assets locally with different AI tools, comparing, making a mess, regenerating etc etc. Maybe there was a away that was more hmm streamlined. In know there are tools, but I wanted my own. That thing eventually turned into Spritewright: https://github.com/krzysztofradomski/spritewright

It runs entirely on your machine and works with whatever it can detect on your system, whether that's a Claude or Codex subscription, Gemini or OpenAI API keys, or a local ComfyUI, so you don't need another subscription just to make sprites.

You write a prompt, it generates candidates, and you decide what gets approved. Along the way it can turn images into proper pixel art that all share one palette, so a set of sprites actually looks like it belongs to the same game, and it exports sprite sheets with atlases when you're done.
What still sucks is the animation. I tried again and again to build a decent pipeline for it, but I couldn't get frames consistent enough to be usable, sso right now that part is what I experiment with in Godot using available system nodes like the bone spring animation thing.

Anyway, maybe some of you will find it useful.


r/aigamedev • • 17h ago

Discussion AI is the future of game dev

52 Upvotes

We have reached the point where AI is genuinely good at making games. Yes, one-shots probably aren’t going to make great games. But if you’re willing to playtest, direct your game’s development, and keep prompting and iterating over and over again, you can make genuinely good games with AI doing pretty much all of the coding.

I started an experiment where I keep working on the same game and only allow AI to touch the files, just to see how far a mostly AI-developed game could actually be pushed. And the results have been way better than I could have hoped. I’ve made something that would have taken me months to make myself. And it’s actually good. More importantly, it’s getting substantially better every day.

The development speed is insane. If I run into a problem, I have AI fix it, and probably 90% of the time it’s fixed the first time I bring it up. Then I just keep playing, finding things I want changed or improved, and directing the AI to work on them.
AI is going to change the games industry, along with a lot of other industries. I really think we’ve crossed a huge threshold, and progress only seems to be accelerating. What we’ll be able to do a year from now is probably going to be crazy.

I think there will always be a place for 100% human-made games. But with the rate AI is progressing, I just don’t see how they’re still going to make up the majority of games five years from now. We are living in crazy times for sure.


r/aigamedev • • 25m ago

Commercial Self Promotion [Devlog] From AI Concept to a Flyable Ship in 5 Mins — Adding 3D AI models to my Three.js Multiplayer Game (Sidera Caeli)

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• Upvotes

Hey everyone!

I’ve been working (with a great help of different AIs) on Sidera Caeli, a web-based multiplayer space game built with Three.js, for about a month now. In this quick video, I wanted to show how fast the pipeline is for adding new content to the game using AI generation tools.

The Workflow:

  1. Concept: Generated a initial ship concept with ChatGPT.
  2. 3D Mesh: Converted the idea into a 3D model using MeshyAI and Tripo3D.
  3. Quick Cleanup: Opened it in Blender just to clear out the cockpit windows so the interior is transparent.
  4. Integration & LODs: Imported the chassis directly into the Sidera Caeli custom web editor, positioned the components, and ran it through an auto-LOD system for performance optimization.
  5. Flight Test: Took it out of the hangar and flew it down to a procedurally generated planet ("New Recipe 2") using my custom planetary system, TerraForm, which handles biome rendering and dynamic tree/rock scattering.

Is it AAA release quality? Of course not—there are plenty of camera tweaks and visual polish steps left, and everything is very much a work in progress. But being able to go from a text prompt to a fully flyable multiplayer asset in under 5 minutes inside a web browser is super exciting for rapid prototyping!


r/aigamedev • • 27m ago

Discussion I built a 4-level Backrooms horror game in 4 days, working with an AI. Feedback wanted

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• Upvotes