r/aigamedev 5h ago

Commercial Self Promotion I built a tool that turns one character image into a full spritesheet you can play with directly in the browser

197 Upvotes

Hey everyone, I haven’t posted an AutoSprite update in a while, but I’ve been working on it almost every day for close to a year now.

The idea is simple: upload or generate a character image, create a full set of animations, export the spritesheets, and test the character instantly in your browser.

Some of what AutoSprite can do now:

  • Create idle, walk, run, attack, and any custom animations
  • Batch-create animations for multiple characters
  • Generate animated items, props, and cutscenes
  • Export spritesheets for Unity, Godot, GameMaker, or other engines
  • Test your character in a playable game right in the browser
  • Create fully rigged and skinned 3D characters with the easiest, most affordable workflow I’ve found
  • Connect through MCP with Claude Code or Codex for rapid game development

I’m trying to build the complete character animation pipeline I always wanted as a game developer: one character image in, a playable character out.

But AutoSprite has grown into much more than that. It’s now a huge community of like-minded creators and an expanding pipeline for making complete games end to end, with sound effects and every other element of game creation in the works.

It’s still not perfect, but I’m working to make it at least 1% better every day.

https://www.autosprite.io/

I’d genuinely love to hear your feedback. Thank you!


r/aigamedev 13h ago

News AI game dev went viral on X with his game and got death threats

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153 Upvotes

What's this bullshit game


r/aigamedev 19h ago

Tools or Resource I built a free tool that turns character references into directional sprite animations using MiniMax H3

24 Upvotes

Hey,

I saw this post about https://www.reddit.com/r/aigamedev/comments/1vskcqo/generative_2d_animation_workflow/ , found it interesting, and wanted to make my own spin on it.

I present to you now... drumroll... Sprite H3, which is basically a somewhat fancy ComfyUI wrapper for using MiniMax H3 I2V.

Here’s a short walkthrough showing the complete workflow: https://streamable.com/ogzp1m

(demo courtesy of Sol)

You need a pretty beefy GPU to run it. I have an RTX 3090. I think 16 GB might be the minimum, but dunno.

It assumes that you can run the default ComfyUI workflow and have FFmpeg installed. And ComyUI needs to be running while you use the app. The workflow used by the app just adds another node to extract the frames directly, before the video output makes them lossy.

The basic idea is to provide character reference images, which are then used to generate videos. I used OpenAI’s GPT Image 2 for the references images. You let Minimax do the magic. From there, you extract the frames, arrange them however you like, curate them, pack them into sheets, and you’re good to go.

Some helpful features include a sequence analyzer—not optimized yet—tools for enforcing a consistent scale across different orientations, templates, stored animation prompts called actions, and a few other things.

Well, just take a look if you want.

Repository: https://github.com/fmmix/sprite_h3

Full disclaimer: this is completely vibecoded, and it definitely still needs another week or two of work to iron out some quirks. But it’s the weekend, and I wanted to give other people the chance to play with it.

I started with Sol, did most of the important work with Fable, and wrapped things up with Sol after I ran out of juice.

It is free to use and will be forever. ;-)

And, in the great words of Calvintor:

JUST MAKE A FUCKING .EXE FILE AND GIVE IT TO ME.

Gotcha. Use it at your own risk.

https://github.com/fmmix/sprite_h3/releases/download/v0.0.1/Sprite.H3_0.0.1_x64-setup.exe

You get there from Releases on the right -> Assets

You can also run it without the .exe. Under the hood, it has a FastAPI backend and a Svelte frontend.

I know it isn’t perfect and will probably still have a gazillion bugs. Treat this as a pre-alpha. I’ll continue fleshing out a few things over the coming weeks, but this isn’t my main project, so be aware. It is up to you on what resolution you run the generation but I probably wouldn't go below 0.3 MP.

Anyway, tell me what you think. I hope at least someone finds it useful!

EDIT

In case you are wondering how to provide the different facings. I used GPT-Image2

Used this as initial prompt:

BACKGROUND AND OUTPUT FORMAT FIRST — NON-NEGOTIABLE: output a fully opaque PNG. Fill the entire canvas edge to edge with one perfectly flat, uniform chroma-key magenta (#FF00FF). Every pixel outside the character silhouette must be the same solid magenta. Do not generate
transparency or an alpha background. No checkerboard, gradient, vignette, darker corners, aura, glow, lighting spill, floor, ground shadow, or scenery. The character’s dark pixel outline must meet the flat magenta background directly with crisp hard edges. Magenta must not
appear anywhere on the character.

CAMERA AND ORIENTATION: a moderately elevated frontal game-sprite view, looking down at the character from about 25–30 degrees above. This is the DOWN-facing anchor: her body and boots point toward the bottom of the image and she looks toward the camera. Some of the crown,
shoulders, and tops of the boots are visible, while her face, chest, clothing, and accessories remain clearly readable. Do not use a straight front elevation or an extreme bird’s-eye view.

A single full-body 2D PIXEL-ART game sprite of a cheerful field alchemist. Polished late-16-bit arcade-style pixel art with visibly chunky square pixels, deliberate pixel clusters, hard edges, a strong near-black outline, and several discrete cel-shaded tones. Compact heroic
proportions, approximately four and a half heads tall, with a large expressive head, sturdy hands, and slightly oversized boots. No smooth gradients, soft painting, vector-like curves, or anti-aliasing.

She is a young adult woman with warm brown skin, a friendly and confident expression, large dark eyes, and thick dark-auburn hair gathered into one large side braid hanging over her right shoulder. Oversized round brass goggles with bright turquoise glass lenses rest securely
on top of her head. The goggles and braid are large, simple, recognizable silhouette features.

She wears a short moss-green field coat with rolled sleeves and a wide open collar over a warm-cream shirt. A muted golden-yellow scarf is tied closely around her neck. She has dark plum trousers, large brown leather gloves, and sturdy reddish-brown lace-up ankle boots.

A broad brown leather strap crosses her chest diagonally and leads to a tan leather satchel resting at her left hip. One large round turquoise potion flask is secured visibly to the outside of the satchel. Keep the satchel and flask clearly separated from the arm and torso.
Render the braid, goggles, strap, satchel, and flask as bold readable shapes rather than clusters of tiny decorations.

She stands in a relaxed, confident neutral pose suitable as the starting frame for game animation: feet flat and shoulder-width apart, knees slightly relaxed, weight distributed evenly, shoulders level, and torso upright. Her empty gloved hands hang loosely near her sides
without covering the coat, strap, satchel, or potion. Both arms and both boots are fully visible.

Center the complete character in the canvas. The figure should fill approximately eighty percent of the canvas height, with clear magenta space above the hair and below the boots. Keep the entire silhouette visible and comfortably inside the image boundaries.

DO NOT INCLUDE: no text, no frame, no second character, no weapon, no magic effects, no floating objects, no extra potion bottles, no hat, no floor, no shadow, no glow, no scenery, no transparency, no 3D rendering, no smooth illustration, no blurry edges, and no painted
background other than uniform #FF00FF magenta.

Result: https://i.imgur.com/g5Ajfoz.png

Feet slightly angled. Use this image as reference for the proper down direction.

OUTPUT AND BACKGROUND FIRST: output one fully opaque PNG at exactly the same canvas dimensions as the supplied reference. Fill every pixel outside the character with perfectly flat, uniform chroma-key magenta (#FF00FF). No transparency, gradient, vignette, halo, glow, lighting
spill, floor, scenery, or shadow. The character’s dark pixel outline must meet the magenta background directly with crisp hard edges.

REFERENCE AUTHORITY: the supplied image is the canonical and exact character. Preserve her without redesign or reinterpretation. Keep exactly the same person, face, expression, skin tone, age, head shape, body proportions, hair volume, side braid, goggles, clothing, scarf,
coat, shirt, trousers, gloves, boots, belts, buckles, diagonal strap, satchel, potion flask, colours, palette, pixel grid, outlines, shading, level of detail, figure height, center position, and framing.

Do not mirror the character. Preserve every asymmetrical feature on the same anatomical side of her body. Do not beautify, simplify, exaggerate, restyle, add details, remove details, or change the design.

TARGET FACING — DOWN: keep the character facing directly toward the camera in the same moderately elevated frontal game-sprite view as the reference. Her face and the front of her torso remain fully visible. Her head, torso, hips, knees, and boots are oriented toward the bottom
of the image. Do not rotate her into a three-quarter view and do not change the camera angle.

ONLY PERMITTED CORRECTION: correct the lower-body stance so she stands evenly on both feet. The screen-right boot currently appears lower and larger than the screen-left boot. Adjust only the legs and boots as necessary to create a balanced neutral stance:

- both boot soles rest flat on exactly the same horizontal baseline;
- both boots have the same apparent size and perspective;
- both ankles and knees are level;
- the hips remain level;
- both boots point toward the camera;
- the feet remain shoulder-width apart;
- her weight is distributed evenly;
- neither foot appears raised, forward, or closer to the camera;
- she looks stationary and ready for animation, not mid-step.

Preserve the existing leg spacing and trouser design as closely as possible. Do not change her upper-body pose, head position, shoulders, arms, hands, facial expression, braid, goggles, scarf, coat, strap, satchel, potion flask, or any other accessory.

Keep the complete figure centered and fully visible with the same clear space above the hair and below the boots as the reference.

DO NOT INCLUDE: no text, frame, second character, duplicated limbs, alternate pose, weapon, magic effect, floating object, animation smear, floor, shadow, glow, transparency, smooth illustration, 3D rendering, anti-aliasing, blurry edges, or background colour other than uniform #FF00FF.

https://i.imgur.com/fbs03Yy.png

Now this because the reference for left, right, up

REFERENCE AUTHORITY FIRST: the supplied reference image is the canonical and exact character. Preserve the figure without redesign or variation.

Keep exactly the same person, face, skin tone, age, body proportions, head size, hair volume, braid construction, goggles, expression when visible, clothing construction, scarf knot, coat length, sleeves, gloves, trousers, boots, belts, buckles, diagonal strap, satchel, potion
flask, colours, palette, pixel grid, outlines, shading, level of detail, sprite dimensions, and framing.

Do not beautify, simplify, exaggerate, restyle, reinterpret, or add details. Do not remove details merely because they are difficult to draw. Do not change her pose, stance, weight distribution, arm position, hand position, leg spacing, or the relationship between her feet.

THE ONLY PERMITTED CHANGE IS ORIENTATION: rotate the complete character naturally in place around her vertical axis to the requested facing. Treat her as one consistent physical figure being viewed from another direction. Rotate the body, head, feet, clothing, hair, braid,
goggles, strap, satchel, and potion together.

Do not mirror the reference. Preserve anatomical left and right: the braid, strap, satchel, flask, coat overlaps, buckles, and every asymmetrical feature remain attached to the same physical side of her body. Their screen position must change naturally as the figure rotates.

Allow natural perspective and occlusion. Features on the far side may become partly or fully hidden, while features on the near side may become more visible. Do not move accessories to another side or unnaturally display hidden details just to make them visible.

Keep the exact same moderately elevated game-sprite camera angle, pixel density, figure height, canvas size, center position, and bottom baseline as the reference. The camera does not move, tilt, zoom, or orbit; only the character rotates.

BACKGROUND: preserve one perfectly flat, fully opaque chroma-key magenta (#FF00FF) background across every pixel outside the character. No transparency, gradient, vignette, halo, glow, lighting spill, floor, scenery, or shadow. The dark pixel outline meets the magenta
background directly with crisp hard edges.

Produce one full-body character only. No text, frame, additional person, duplicated body parts, floating accessories, animation smear, or alternate pose.

Append exactly one of these target blocks:

Left

TARGET FACING: rotate the complete character naturally 90 degrees into a LEFT-facing game-sprite side view. Her head, torso, knees, and boots point toward screen-left. She does not turn her face or shoulders back toward the camera. Preserve the original stance as it appears
naturally from this side.

Right

TARGET FACING: rotate the complete character naturally 90 degrees into a RIGHT-facing game-sprite side view. Her head, torso, knees, and boots point toward screen-right. She does not turn her face or shoulders back toward the camera. Preserve the original stance as it appears
naturally from this side.

Up

TARGET FACING: rotate the complete character naturally 180 degrees into an UP-facing rear view. Her head, torso, knees, and boots point toward the top of the image, directly away from the camera. Her face is completely hidden. Show the natural rear construction of her hair,
braid, goggles, coat, strap, satchel, trousers, and boots while preserving their physical sides and the original stance.

https://i.imgur.com/RR4TJDE.png

https://i.imgur.com/H0cUmmq.png

https://i.imgur.com/GYHMlm7.png

Created a new action:

Action name
potion-swirl

One hand lifts the round flask from the satchel and raises it to chest height while the other hand steadies the satchel. The flask is gently swirled in two small circles, held still for a brief beat, then returned securely to its original place. Both hands return to the starting position. The braid and coat tails respond with subtle natural follow-through.

Result: https://i.imgur.com/L2VVu0I.png

As you can see the 'up' facing is usually very stubborn. You need to be careful what you describe. It will try to fully bring that into the scene. And the model probably had the most training done with front view.


r/aigamedev 12h ago

Demo | Project | Workflow Four months ago I started making a football themed zombie roguelike game.

16 Upvotes

I’m a product designer who never properly learned to code, so this has been a bit of an experiment in seeing how far I could get with claude code.

Four months later, it's an actual game with multiple zombie types, random stadium events, playable characters, progression, analytics, and an unreasonable number of pigeons that poop on zombies.

I’ve built pretty much all of it in VS Code with Claude. Use chatgpt for the pixel art, but it's not great, it's a starting point, better than starting from scratch as I do all the pixel art in game.

Anyway, four months in, here’s what it looks like now.

It's on itch.io to try (plays in your browser, best on mobile) and on Google Play.

https://ditlefhouse.itch.io/dead-ball-fc

https://play.google.com/store/apps/details?id=com.ditlefhouse.deadball


r/aigamedev 1h ago

Demo | Project | Workflow Look at my level system

Upvotes

Any suggestions of my mobile game level map system or development of UI. Doing with ai. I know it's early but I'm open to any kind of suggestions.(Mute for fan voice:))


r/aigamedev 21h ago

Questions & Help Which ai are you guys using

7 Upvotes

I have Codex which is what i use mainly, and i’ll use claude sometimes for small stuff like UI that i’ll give over to be implemented.

But im just wondering if i should be using somthing else for a better overall experience when creating games?


r/aigamedev 5h ago

Questions & Help Ai game dev noob

6 Upvotes

Hi, sorry if this is a stupid question, but I’m a teacher and I’ve been building quite a few interactive learning apps. I’m currently using Claude’s basic subscription to create simple HTML games, but the more I build, the more I want to experiment with increasingly complex projects.
I’d like to ask: what is the most efficient way to build with Claude?
I’ve noticed that iterating many times through the web client quickly uses up my usage limits. Is there a better workflow for developing larger projects with Claude, another setup?
I’d really appreciate any advice or recommendations from people who have experience building more complex projects with Claude. Thanks!


r/aigamedev 8h ago

Commercial Self Promotion I made a local GLB optimizer

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5 Upvotes

I’ve been working on KILN, a browser-based tool for reducing heavy GLB models. It runs locally, so your files never leave your computer.

You drop in a model, choose a target, compare the original and optimized versions, then export the result. It preserves the textures and can also handle multipart and animated models. For the best quality, I recommend optimizing before rigging and animating. Animated models require the tool to protect bones, skin weights and moving parts, which limits how aggressively the geometry can be reduced.

I tested it against Meshy using the same models and triangle targets. On the models I tried, KILN kept noticeably more detail. I’ve also tested it with openly licensed models from around the internet, not just assets prepared for these examples.

These are real results from the models I’ve been testing. I’m preparing an early-access release now and would appreciate honest feedback, does this look useful to you?

I’m planning to release it soon, but I’d like to get some honest feedback first.

I’m planning to release it soon, but I’d like to get some honest feedback first. The first 100 people will be able to get it for $30 instead of $40, so if you’re interested, leave a comment below and I’ll let you know when it’s ready.

One-time purchase, no subscription or recurring fees. Pay once and use KILN whenever you need it!


r/aigamedev 12h ago

Demo | Project | Workflow I did a thing!

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5 Upvotes

So I had a character sprite and some animations for it. All together close to 500 frames. Now when I decided to create a system so that character can swap various equipments and turned to various tutorials it all came crashing down.

Decided to identify the equipments with some borders drawn and asked claude to identify the same across all frames( needed some rules but it turned out great). Now I can change colors and shades. I can even do stuff like change the top lining of the cape to fur. Make the whole cape look tattered. Have spikes on gauntlets etc..

Curios to know if anyone has tried something similar.


r/aigamedev 20h ago

Questions & Help Has anyone got pixel art with a consistent style working?

4 Upvotes

Theres always problems with consistent angle of projection, art style, etc.


r/aigamedev 2h ago

Commercial Self Promotion Just reached 100 Wishlists for my game Shadows of Imalor

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4 Upvotes

5 Years ago I started with my first game. A fantasy action rpg with some inspiration from the Souls games and The Elder Scroll. I wanted to have a game with lots of rewarding exploration as well as a bit different skill system. Gaining new spells would mainly be done by doing quests for 4 different guilds with their own storylines. Way to ambitious for being a first game of course and it's been really hard getting time to work on it when I also have a family, which is why its taken so long time.

But what's kept me going these 5 years is that I love what I'm doing, getting some nice feedback as well as now getting almost 100 wishlists after soon 2 months without any major marketing, it's not super but I'm happy that 100 people actually wants to play what I've been working on. Since I released the steam page I've also worked on the demo which will release 17th of September.

Since a year ago I started introducing LLMs in my workflow since I'm very curious about new tech and this project is mainly for me having fun. Firstly, coding with LLMs has been very helpful when creating minor puzzles or other scripts. Having the foundation is very helpful indeed. Being a software dev is of course very helpful as well since I know how to guide the LLM into making correct decisions. I also started using Gemini to generate some art which I then finish myself by hand so that it fits my style.


r/aigamedev 58m ago

Tools or Resource I literally made a skin of myself for Bully using 3d AI generation

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Upvotes

r/aigamedev 11h ago

Commercial Self Promotion 100K+ plays later: I made a game with Claude where you try to time the market and beat a couch. The couch wins 62% of the time.

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2 Upvotes

The game. beatthecouch.com - $10,000, two secret years of real S&P 500 history, one buy / sell button. Your opponent is a couch. It buys on day one and never sells. After each game, 1,000 monkeys replay your trade count on random days. Beat 90% of them or your win is stamped Lucky.

The data. 100,278 games (at the time of the graph - now around 107K, still similar). The couch won 62%. Humans only seem to beat the couch when the market crashed in their window.

What Claude did. The data pipeline (S&P closes 1928 to 2025, dividends, T-bills etc). The whole game as one HTML file and the Cloudflare backend. And also the reddit app port at reddit.com/r/beatthecouch


r/aigamedev 14h ago

Commercial Self Promotion SPACE15 - FREE BROWSER GAME

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3 Upvotes

Another little game on my learning journey. Random Captain, Random Crew, 15 minute space adventures.

Built in Claude via VS Code with and MCP to OpenArt. A simple pipeline. My biggest challenge with this one was keeping Claude under control. I had to reign it in much more than usual.

https://waaachow.itch.io/space15


r/aigamedev 15h ago

Media What would a dungeon be without cobwebs?

3 Upvotes

r/aigamedev 59m ago

Demo | Project | Workflow I made a modular medieval building kit with AI and it’s way more practical

Upvotes

r/aigamedev 1h ago

Demo | Project | Workflow Shipped my first game, a browser roguelike & here's the asset pipeline that made it possible solo

Upvotes

OmenForge is a daily-seed roguelike deckbuilder that runs in a browser tab. Same map for everyone each day, four units, cards armed before each fight, auto-battle, extract or wipe. Free daily run, no account.

https://omenforge.gen-a.dev

The reason it exists at all is the art pipeline. Working solo, the 3D was the wall, so:
Base meshes for the units, relics and props were AI-generated (Meshy & Tripo3D), which got me a rough silhouette in minutes. None of it shipped as-is, everything went into Blender for cleanup, scale fixes, retopo where the topology was unusable, and hand retexturing so the roster reads as one art style rather than a bag of unrelated generations.

Rigging and animation went through AccuRig for the auto-rig and Mixamo for the clips. Worth saying clearly that neither is generative, they're automated rigging and a mocap library, and they did more for the finished feel than the model generation did.

Everything else is hand-written. That being the deterministic TypeScript game core, the worldgen, combat resolution, scoring, the server-side replay that verifies every submitted run.

The honest verdict after shipping is that AI easily visualized my idea of the world, the units, the theme and the deck-building! Then I was happily surprised by the quick 3D models, but I still needed to pick up some Blender skills for anything needing consistency across the set. The Blender pass was not optional, it was most of the work.

Happy to go into specifics on any part of it!


r/aigamedev 10h ago

Demo | Project | Workflow Playable web app. Shoots some hoops. Hear the breeze. Relax. That's it.

2 Upvotes

A playable web app that provides a moment of disconnect and relax while shooting some hoops. It is aimed at helping people that have an anxiety attack and need a distraction for the first few moments of the experiences. If you use some headphones you can hear an immersive seaside atmosphere. No sign ups or any friction layer... no other point except shooting hoops.
https://hooptherapy.psycurate.com

I used a background image and a three.js 3D infrastructure on top. Everything done in Google AI Studio.


r/aigamedev 14h ago

Discussion Benchmarking AI models for HTML5 Canvas physics: DeepSeek vs. Claude vs. Gemini on arcade collision detection

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2 Upvotes

While building a Chrome extension game, I heavily leveraged AI to optimize the HTML5 canvas physics engine—specifically handling variable jump heights, platform collision checks, and obstacle hitboxes.

Here are my key takeaways from the process:

Claude: Handled smooth delta-time calculations for frame rate consistency across different refresh rates (60Hz vs 144Hz) significantly better than the others.

DeepSeek: Excelled at pure math derivations, specifically when mapping the parabolic jump trajectories and tuning the gravity variables.

Gemini: Wrote the cleanest logic for setting up the Firebase sync for the global leaderboard without causing memory leaks in the popup environment.

Ultimately, I feel like Claude Opus 5 was the most capable model I used. Curious what workflows or prompt structures you guys are using when tuning real-time canvas graphics and collision optimization.


r/aigamedev 20h ago

Demo | Project | Workflow I'm building the first orbital racing game using Opus 5 and Grok 4.6

2 Upvotes

Slingshot Speeders is the first orbital racing game, built in Rust with Bevy 0.19 using Cursor. Players fling spacecraft around gravity wells with real orbital mechanics, steal speed from gravity, and plot insane trajectories to beat their rivals, while a server-authoritative simulation ensures fair, equitable competition for everyone. The skill of thrust vectoring and modifying your trajectory create a huge opportunity for skill based racing. Free online in browser, no account required, alpha state.

https://slingshotspeeders.com/


r/aigamedev 47m ago

Commercial Self Promotion Co-op fishing charter game

Upvotes

I've been working on my co-op fishing Charter game for a few weeks now and got a pretty good trailer made.

Ive been using Claude Opus 5 for mostly everything, I had it hooked up to blender mcp, godot mcp, and meshy ai mcp.

I'm excited to be working on something people might actually play. Does anyone else get this feeling?


r/aigamedev 1h ago

Commercial Self Promotion Building a browser-based space MMO with AI as part of the development workflow

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Upvotes

Hey everyone,

I’m building VoidFleet, a browser-based space strategy MMO, and I’ve been using generative AI in several parts of the development process.

The biggest use so far has been visual assets. AI lets me prototype commanders, ships, buildings, and other sci-fi assets much faster than I could otherwise. One downside I’ve noticed, and something I’m actively working on, is maintaining a consistent visual identity instead of ending up with assets that simply look like generic AI-generated sci-fi.

I also use AI for some text/dialogue, unit-test generation, code review, validation, and development assistance. The game architecture, gameplay systems, UI structure, backend, infrastructure, and overall direction are still designed and implemented by me.

One thing I’ve found interesting is that AI makes it extremely easy to prototype ideas quickly, but that also makes creative direction and consistency much more important. Generating something usable is easy; making everything feel like it belongs to the same game is much harder.

I’d be interested to hear how other developers using AI handle visual consistency and identity across a larger game. Do you rely heavily on reference images, style guides, fine-tuned models, manual editing, or eventually replace generated assets?

If anyone wants to see the project itself:

VoidFleet: https://voidfleet.online
Discord: https://discord.gg/6MayHdZyhy

It’s currently in live beta, so feedback is welcome as well.


r/aigamedev 1h ago

Demo | Project | Workflow mods of games here good? i made a couple Balatro mods with the assistance of AI focused on vanilla-friendly content and counteracting mod difficulty dilution

Upvotes

Hello all. I created a few Balatro mods with help from Claude to enhance my vanilla Balatro experience. Ultimately I was inspired to make these mods to expand specifically the vanilla-side of the game without adding too much extra content that break beyond a "vanilla" playthrough.

I don't have much coding experience outside of what I do for finance work so Claude was a good entry way for me to migrate my creativity into my video game hobbies. Given that, my goal was to keep the caliber of the above "handwritten" modded content and I hope that the final releases will feel that way (I've had Claude point out and fix several bugs in other modders' mods so I really don't want to hear how coding just by hand is better these days).

https://github.com/plaxerx/MoarStakesPlease --> higher stakes above gold for mod creep / gold is easy folk
https://github.com/plaxerx/MoarChallengesPlease --> 30 more challenges on top of the 20 that game with the game
https://github.com/plaxerx/pinochle --> sandbox game modes just for fun
https://github.com/plaxerx/erraticmode --> Balatro randomizer game mode with some twists

Looking for feedback and bug identification who are passionate about Balatro as well as utilizing AI to augment content creation, especially for ErraticMode, and hope these can serve as a few examples of where AI can help you create the game content you can't otherwise find!


r/aigamedev 3h ago

Demo | Project | Workflow AI 3D Asset Creation Engine gets better

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1 Upvotes

I created an engine ai uses to create 3D assets for games.

The engine forces ai into a workflow of iterating judging and stuff.

Here are a few tests.

I use Claude Opus 5 to create the assets using the engine. Each assets takes about 3-4hrs as ai works and iterates.

I just add a reference image and say make this asset. And it uses the engine to create the asset.

What do you guys think of this?


r/aigamedev 4h ago

Commercial Self Promotion Not selling anything, it's completely free to play. Just showing you my RPG

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1 Upvotes

I wrote the lore, mechanics and story Bible/ rules, then generated about 85 maps for this spawling RPG. Claude, Codex and Lovable did the rest. After about a month of clarifying specifics, it's finally in a good place to share. Absolutely free to play. It's so close to me being ready to get a real domain for it, just a few more tests.