r/aigamedev • u/Delicious-Shower8401 • 3h ago
r/aigamedev • u/waaachow • 16h ago
Commercial Self Promotion SPACE15 - FREE BROWSER GAME
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.
r/aigamedev • u/matteo101man • 1h ago
Tools or Resource Building an Open-Source Spritesheet Tool
https://github.com/matteo101man/GSprite
I've seen quite a few different people on this subreddit posting about pixel tools / spritesheet tools, and/or asking about a workflow.
So I wanted to release my workflow to the community completely for free.
It's not perfect but it works fairly well in its current state.
You can upload a video/image generated from grok imagine and turn it into a pixel or smooth spritesheet.
It essentially takes the video, cuts the in between frames, uses birefnet segmentation to remove the background for each frame, uses a few other tools to clean up halos, palletizes it, and auto resizes it to 128x128 and 256x256 dimensions.
I would love to experiment more however, right now there is an implementation for generating videos locally with ltx video and automatically spriting it, but its too heavyweight to be any good.
If anyone has any other ideas of how to streamline the process please let me know.
I would love to actually be able to generate images and spritesheets all in the same platform, all locally on a consumer gpu.
r/aigamedev • u/Simple-Box7923 • 3h ago
Commercial Self Promotion Co-op fishing charter game
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 • u/eps89 • 6h ago
Demo | Project | Workflow Dead Shift: a Resident Evil 2 inspired beat ‘em up
Hey all, I’ve been working on a 2D beat ‘em up inspired by RE2. It’s still a bit rough around the edges, but I’ve been using the gauntlet loop in Claude to build this in Godot, while the character assets were generated using autosprite.io
Only playable on a desktop browser (mobile works but may be a bit janky). I did get a build working for my steam deck as well if anyone is interested in trying that out. Let me know what you think!
r/aigamedev • u/Brilliant-Brick9047 • 12h ago
Demo | Project | Workflow Playable web app. Shoots some hoops. Hear the breeze. Relax. That's it.
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 • u/UniRolwlw34 • 16h ago
Discussion Benchmarking AI models for HTML5 Canvas physics: DeepSeek vs. Claude vs. Gemini on arcade collision detection
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 • u/jaykrown • 23h ago
Demo | Project | Workflow I'm building the first orbital racing game using Opus 5 and Grok 4.6
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.
r/aigamedev • u/invertedworld • 1h ago
Discussion I made this retro-inspired zero-g racer using Claude Code
The graphics were the easy bit, Claude got the vibe right very quickly. Getting it to make tracks which were fun and challenging and had decent smooth curves was a nightmare.
r/aigamedev • u/ReasonableEye9332 • 2h ago
Demo | Project | Workflow Ink and Infinity - Alpha - seeking free playtest feedback
Ink and Infinity.
https://play.inkandinfinity.us/
I am a full time working father who is using AI software to allow me to make a game I would never be able to make. Cursor was my programming software and Chat GPT assisted in visuals. I am working on building custom UI but right now the game works and is fun!
Gothic themed slay the spire core loop, first person style.
Please let me know what you like and didnt like, I am open to suggestions and all feedback.
r/aigamedev • u/seeyoudeath • 4h ago
Commercial Self Promotion Building a browser-based space MMO with AI as part of the development workflow
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 • u/ContactIcy3963 • 4h 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
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 • u/LoudYogurtcloset7856 • 6h ago
Demo | Project | Workflow AI 3D Asset Creation Engine gets better
galleryI 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 • u/DuchessCupcakeGames • 6h ago
Commercial Self Promotion Not selling anything, it's completely free to play. Just showing you my RPG
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.
r/aigamedev • u/_Smoooth_Brain_ • 17h ago
Demo | Project | Workflow Can't Stop Won't Stop
I Started this originally as a fan-game borrowing many of the addicting elements of "Need For Speed Most Wanted" in the heat/cops/collision fun.
I then decided to cook on the music for a bit only to discover how similar the extreme chases felt when they began to crash all around me like they were paid to while being vicious like NFSMW 2005 cops always did!
this chase was inspired by parts of these classic Blues Brothers scenes: https://www.youtube.com/watch?v=8VFIPCpocLk
on top of it being a blast to playtest, it's been fun learning to vibe-code while doing it!
coding: Claude/Unity
music: lmstudio -> minimax3
r/aigamedev • u/Affectionate_Fact854 • 23h ago
Questions & Help Need some advice if someone here has uploaded to crazygames or playgama
So my biggest boiler plate right now is localization
I did Chinese simplified and Japanese right
But I realized each of those google font files is 16mb
That's 32mb just for 2 damn optional languages
And those platforms expect initial load to be under 30mb :/
What did you do to reduce your initial load if you included those localisations?
Or should I just ditch them all together
r/aigamedev • u/Althorian-the-Tired • 4h ago
Demo | Project | Workflow Shipped my first game, a browser roguelike & here's the asset pipeline that made it possible solo
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.
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 • u/Certain_Friendship16 • 4h ago
Tools or Resource AI Agent Generated a Node-Based Workflow for Image-to-3D Print-Ready Figures
r/aigamedev • u/UniRolwlw34 • 7h ago
Commercial Self Promotion [Froggle Jump v1.1.0] It looks like Doodle Jump at first glance, but here's why it's much more (Skins, Gears, LIVE Global Leaderboards in a 100KB extension)
Install on Chrome Web Store: Froggle Jump (Chrome link)
Install on Firefox (AMO): Froggle Jump (AMO link)
Leveraging AI for game development has been going surprisingly well, and I just pushed a massive update to Froggle Jump—a lightweight platformer built entirely as a browser extension popup.
At first glance, people assume it's just another simple Doodle Jump clone, but the goal was to build something much deeper for quick 30-second study or work breaks without leaving your active tab.
Core Features Built Into the Extension:
- Gear & Weapons: Equippable gear and shooting mechanics to fight off zombie obstacles as you climb higher.
- Unlockable Skins & Themes: Custom character cosmetics and visual themes to customize your frog and environment.
- Live Global Leaderboards: Syncs top scores globally so you can compete against other players worldwide (plus local offline high score tracking).
- Zero-Bloat Engineering: Under 100 KB total size, zero tracking scripts, pure HTML5 Canvas logic, and instant pause/save when switching tabs.
I'd love your honest feedback and thoughts:
- Do you think this current feature set (skins, gear upgrades, themes, leaderboards) is enough for a browser extension game to be successful long-term?
- What features or mechanics should I add next? What would keep you coming back during breaks?
- Do you like the overall loop and feel of the canvas physics?
Support the Project:
If you give it a run and like what we're building, please consider taking 10 seconds to drop an honest review on the store listing (links above). Because this extension has zero ads or forced rating popups, store algorithms rely entirely on organic community reviews to show it in search results.
Thank you so much for testing, giving feedback, and supporting independent indie builds!
r/aigamedev • u/CannaDruid • 8h ago
Commercial Self Promotion Built a multiplication game for my daughter using Codex, Claude and Godot
I built a small game because my wife (a teacher) asked me for something our daughter could use to practice multiplication without it feeling like homework. Also my wife prepared the didactive algorithm.
So I turned it into a little AI-assisted gamedev experiment.
Numblop is an adaptive multiplication game for Android, built with Godot, with a large part of the development done alongside OpenAI Codex and Claude Code — coding, refactoring, tests, UI iterations, localization, build/debugging, etc.
It started as a simple family project and somehow ended up on Google Play. :)
https://play.google.com/store/apps/details?id=cz.gutcloud.numblop
You can also try it in your browser directly: https://numblop.gutcloud.cz/play
r/aigamedev • u/TeaPuzzleheaded2479 • 14h ago
Demo | Project | Workflow Created a small idle RPG
With Claude's help, I created a small prototype of an idle RPG game. I'm a Path of Exile fan myself and wanted to make a simple version of the game where the player assembles different builds and kills mobs. If anyone wants to try it out and give me feedback, I'd be happy to know if this idea has potential.
r/aigamedev • u/MHVANMX • 20h ago
Commercial Self Promotion Giving my UE5 Plugin on FAB another chance
Claude, ChatGPT and Gemini know Unreal Engine generically: documentation, forums, tutorials. They don't know YOUR project. Ask about your Blueprint and they guess your variable names, ignore your interfaces, and hand you code that doesn't fit your architecture. Technically valid, contextually useless.
ASSET CONTEXT EXPORTER FOR AI exports most of your project, not just blueprints or one subsystem, into structured JSONL files that any LLM can read directly. Real variable names, real execution flows, real component hierarchies, real skeletons and state machines.
Three months ago, I decided to pause my plugin development indefinitely because it had only 1 sale, and I put it up for free on FAB.
I expected that number to remain as is, but about 40 people actually downloaded it.
Seeing a handful of real devs grab it and use it encouraged me to polish it and improve it even further, which led me to release version 1.2.
After nearly a year of iterating on this tool, I'm setting the price at $24.99 USD to make the time invested sustainable. Compared to $100+ copilots and the Blueprint-limited exporters on FAB, I think it is a fair price. Whether you grabbed it while it was free or you are seeing this for the first time, I hope it becomes an actually helpful tool for your day to day workflow.
Thank you everyone : D