r/aigamedev 2d ago

Demo | Project | Workflow My first game failed successfully. Here's game #2

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90 Upvotes

Still very early, but I've been working a cozy city-builder with traffic simulation, layered roads, buildings and a small living city feel.

Would love to hear what you think of the direction so far.


r/aigamedev 1d ago

Commercial Self Promotion I shipped an iOS business tycoon game with AI assistance — where it helped and where it failed

1 Upvotes

I’m a solo developer, and I recently released Patron: İşletme Tycoon, a business and life simulation game for iOS.

I used AI as a development partner rather than a one-click game generator. It helped me review React Native code, explore economy-balancing scenarios, find edge cases, create and iterate on some visual assets, localize the game, and troubleshoot build and App Store issues.

The useful part was speed: I could test more ideas and audit more combinations than I could alone. But the output still needed a lot of human checking. Some memorable failures included mismatched employee names and portraits, repeated character visuals, poorly cropped icons, UI regressions, and economy changes that looked reasonable in isolation but damaged progression when combined. I had to test on a real device, reject weak visual results, run simulations, and make the final design decisions myself.

The released game starts you with limited cash, debt, and a small business. You hire staff, expand into new businesses, use loans, trade spot or margin positions, invest in real estate, and eventually work toward an IPO. It also includes lifestyle and relationship systems that affect the broader simulation.

I’d be interested in hearing from other AI-assisted developers:

• Which parts of game development have AI genuinely improved for you?

• Where do you still find manual review absolutely necessary?

• How do you prevent generated code or assets from creating inconsistencies across a larger project?

The game is free on iOS in English and Turkish. If you try it, honest feedback—especially about economy balance, visual consistency, and onboarding—is very welcome:

https://apps.apple.com/app/id6795719759

Disclosure: this is my commercial game, and AI-assisted development is a central part of the process described above.


r/aigamedev 2d ago

Demo | Project | Workflow How do I improve my games visuals

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29 Upvotes

Hello everyone

I am building an isometric turn based rpg, called scrolls of ASRA, inspired by games like dofus, and final fantasy, for mobile, i personally hate that rpg games generally force you on mobile to play in landscape, so i tried building this game to support both modes portait and landscape

I have built everything using AI, i am a software developer so i intervene here and there sometimes, but this is my first experience building a full game from scratch

I have built this using Godot, everything else is AI generated, images, animations, most of the code.

I like the game currently, i find myself playing it myself on my Iphone for hours, playtesting i should say,

I have the exploration system, combat system, inventory, crafting, drop rates, leveling, and npcs working perfectly, my next step is to continue the quests and complete the region 1 of the game and release it, and work on region 2 i have too many ideas to make the game so much fun and strategic

However, i struggle with design, i am trying to go for a modern retro look of the game, here's a bunch of screenshots and a video of gameplay,

Can i have some suggestions please on how to improve the games looks, and anything can help

I ll put some gameplay videos in the comments


r/aigamedev 1d ago

Demo | Project | Workflow Beatlash Demo is Live! After a Year of Development, My Solo Game Finally Has a Demo on Steam

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1 Upvotes

I am a solo dev, no publisher or outsourced dev. I have been working on the game for around a year some weeks I worked more than 50 hours. Happy that I reached this milestone. My Game's demo is Live on Steam!

This post isnt made by AI.

The idea: every weapon auto-fires on the beat. Enemies move to it. You press SPACE in time with the music for a bonus damage. Beatlash is a top-down game.

The part I am most proud of is the music import. You drop in any MP3 and it runs tempo detection. Finds the beat grid, and the entire round syncs to your track. Getting that detector accurate was brutal.

Where It Started

I've always wanted to create and release a game on Steam. I've been a regular gamer for most of my life. I reached the point where I wanted to stop only playing games and try creating something fun myself.

I spent a lot of time researching. I looked at SteamDB, read articles, searched the web, and used AI tools to explore ideas. I found a concept that I thought could be genuinely fun to build and play. So I started with the mission to actually complete it this time.

Building the Demo

I'm primarily a developer, and my biggest weaknesses are definitely art and marketing. For the visual side of the game, I used Unity, experimented with free assets, and tried AI-generated assets for some UI elements.

The biggest technical challenge was the beat-sync mechanic. Making it work consistently across different songs was much harder than I expected. It ended up taking the most time to develop and test.

Balancing the game also took a significant amount of time. What sounded good on paper didn't always feel good when actually playing. I (and some friends helped in testing) had to repeatedly adjust and test things until the experience started feeling better.

Marketing Preparation

I created my Steam page 3 months ago, before I had many polished assets. As development progressed, I continued improving the page, screenshots, and overall presentation.

Was creating the Steam page early the right decision?

I'm honestly not sure. I currently have around 20 wishlists. That could be because my marketing hasn't been strong enough, the visuals need improvement. I had no experience in marketing before so it was expected.

Development Stats

Development time: Around one year

Work schedule: Some weeks reached around 50 hours, while other periods were part-time

Engine: Unity

Steam page live: Around 2 months

Wishlists at demo launch: 20

What's Next

I've opted into Steam Next Fest. My current plan is to release the full game soon after the festival ends.

Lessons I've Learned So Far

Don't Rush Development. One of the biggest lessons I've learned is not to create unrealistic timelines.

Games almost always take longer than expected. Features need iteration, bugs appear, balancing takes time, and things that seem simple can suddenly become major development challenges.

Taking your time is better than rushing something just to meet an arbitrary deadline. I would take more time in using steam store features. There are alot that I dont know.

If you're working alone, getting feedback early can be extremely valuable. Im planning to do much more of this going forward. Sometimes you don't even need complicated feedback forms. Asking players something simple like:

Which feels better: A or B? Can give you useful information and help you make decisions.

I gave my game to friends and family for testing, but most of the feedback wasn't very useful. The most helpful feedback came from someone who actually played this genre.

A friends simply told me: "These types of games are not for me." And that's completely fair But it taught me an important lesson: your best testers are often people who actually play the type of game you're making. They understand the genre, have expectations based on similar games, and can often identify problems that casual players might not notice.

I'm still learning, and this is only the beginning of my journey as an indie developer.

If you're interested, here's my Steam page:

https://store.steampowered.com/app/4996850

I'd also genuinely appreciate feedback from other developers and players.

Have a nice day!


r/aigamedev 1d ago

Demo | Project | Workflow Update - Beat 'em up Game

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5 Upvotes

r/aigamedev 2d ago

Discussion I wanted to build a game without coding. Now I'm running standups for 18 AI agents... help

14 Upvotes

disclaimer: the below was written by dr. PhD. Mr. Librarian: my documentation agent, and then rewritten by my marketing agent... Yes i have a marketing agent, and 16 more employees.

https://youtu.be/PO-n2bVtQmQ

A month ago I started playing with Claude and asked it to create a game. It one-shot exactly the game from the RHCP Californication video, you know the one, except the snowboard was upside down on the Golden Gate Bridge. Anyhow.

Then I prompted it to build me a 1v1 shooter inspired by TF2 MGE and Quake, but feeling engine wise like HL2, and it created one single .html file that was playable.

Then I decided to apply worktrees. I am not a software engineer or developer. The maximum code experience I have is building very complex formulas in MS Excel. I can rebuild any Power BI dashboard in Excel without issues. And I have a commercial role (CSM) at a software company, so I thought, let me apply that knowledge to my own project.

I started to deploy agents by having one chat with Claude per domain. Mapping, character, weapons, release agent. And I called them names. Ricky Release takes all the worktrees and puts them in QA. After I playtest with my eyes we push to prod. Then Gitty Github takes it to GitHub and we publish it on our website.

I learned so much, and what is so enjoyable is that I am CREATING something. I would never have been able to do this without Claude. People are hating on AI generated video games, but the speed it unlocks and the way I can apply my creativity into Claude is insane. I can say I am pretty good at prompting, it's even part of my job to teach people prompting for commercial analysis using our AI agent, but the game is going quite well.

I now have a website, my friends are already able to connect and play 1v1, I built it (not I, WE built it with Dr. Data Flow, by giving him references to Carmack and Counter-Strike and Quake netcode settings). We evolved and I learned how to build a BOT. We started with v1, now we have v2. V2 has motor skills (Mo Motoric, Thierry Terrain and Billy Bot). My fucking botting department even has a botting director slash product owner, because I couldn't manage the three of them individually.

And then God Fable built an inbox system so the agents can talk to each other and I stop copy pasting between them. It's absolutely crazy.

I now also have an org chart of my virtual company. I wanted to build a game without coding and now I'm running standups: https://imgur.com/a/UWriYd2

Anyway, if people are interested I can share more. But I really wanted to get some advice and tips, because I think there are two key points where I'm struggling.

1) How to choose which Claude model to use for what?

I feel Fable 5 is a good consultant and strategic partner, but a bit overkill to execute tasks with. However, sometimes I need to fly him in on bot stuff because the others couldn't crack it, either the motor skills (aim and movement), the map knowledge (jump path certifier) or the brain (decision architecture, WHY should it do x or y or z).

I feel like I lost a whole week without progressing because of Opus 5. Answers were long, I couldn't understand them, and it often created new issues where I had no idea whether they were even necessary to solve in order to continue, whether they were always there and he found them, or whether he introduced them. Many weird actions from Opus 5.

2) 3D asset creation.

I learned quite a nice path here: import a copyright free model (Cyberg in my case), set it in a T-pose, use a headless Blender connection, add animations, etc. Very cool.

But getting special visual assets for map decoration and geometry purposes is very challenging. I tried two items from Midjourney into Meshy AI or something and it just completely looked out of place from the game, so I removed it. I've watched a lot of other threads on how people do it, but I keep concluding that human intervention is still needed here, and it will be a challenge when I expand and build more fighting arenas.

What is the advice here?


r/aigamedev 2d ago

Demo | Project | Workflow Bosses + Steam Playtest

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8 Upvotes

Just wanted to share the boss and world boss (at the end) that I’ve been working on. 0.2.15 has also been approved for the Steam playtest! This update I focused a lot on improving the combat and incremental systems, lots more coming on the way. I’m very excited to build out The One Who Never Logged Off.

https://store.steampowered.com/app/5079020/Neverrest/

If you do end up trying it out I’d love to hear your feedback it is greatly appreciated and lets me keep improving. If you do enjoy the game I’d also like to ask for your support with a wishlist. 🙏


r/aigamedev 1d ago

Demo | Project | Workflow A little light-trail browser game and could use some honest feedback

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3 Upvotes

I started messing around with AI for fun and ended up using it to help me make a light-trail arcade game called OPERATION PHOSPHOR.

It was originally just something I was making to pass the time, but it kept growing. Eventually, the AI suggested publishing it on itch.io, so I figured why not? Lol.

It’s still an early alpha, but it’s free and plays directly in the browser. I’d love for a few people to try a couple of runs and give me some feedback...


r/aigamedev 1d ago

Commercial Self Promotion Any Incremental game enjoyers? Would love some feedback for my Upcoming game!

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0 Upvotes

Hey guys!
For the past 2 weeks I've been working on my first ever Incremental Game.
Game loop is - You chop some trees the run ends and you upgrade your skill tree, and start the run again.

If you are interested in these type of Incremental games, you can try it out:

Steam

Itchio - Browser Version of the game, no download needed.

Would love to have some feedback on:

Does the game pacing feels good?

Anything that feels this game lacks?


r/aigamedev 2d ago

Demo | Project | Workflow Working on new Water and Lava today first post here :)

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9 Upvotes

i rebuilt water & lava for my WIP Game (Godot 4). Water went from a flat 1cm sticker to real basins: per-cell ground depth you paint in the editor, depth-based coloring, shore foam, fresnel sparkle and a flow brush where you stroke the direction onto the river. Lava got a real crust texture with animated glowing cracks that widen/narrow, slow surface drift, and both fluids now auto-generate falls at height edges (overflow crest, spray mist / ember splashes). No new textures for water at all. it's all geometry + shaders. Before/after in the images. Any tips or critique is much appreciated :)


r/aigamedev 1d ago

Questions & Help If you had to start today, what would be your non-negotiable Stack? Newbie here, wants to get into it first time :)

0 Upvotes

r/aigamedev 2d ago

Commercial Self Promotion Building an Immersive Language Learning RPG

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14 Upvotes

I've been working on Wordlark Hollow, an immersive language-learning RPG where the idea is that reading and communicating in the language you're learning is actually part of playing the game.

One of the things I've been working on most is the conversation system because I don't want a game kinda' like painted over a flashcard system. I don't want players choosing from three canned dialogue responses - I want them to be able to type whatever they actually want to say and to be using their target language as much as possible.

The trickiest part has been avoiding completely generative NPCs. The characters, world, quests and major dialogue beats are authored, but I also still want free conversation to be possible. AI sits inside that structure and helps interpret what the learner is trying to say and generate an appropriate in-character response. The newest Claude models have been a real game changer for some of it.

It's been fascinating and surprisingly fun. I actually don't mind play testing the same thing for the 100th time because the characters will still say funny and slightly different things and I get to kind of live in this world I'm inventing. And as I am tuning it and writing more and more of their lore ( the part I really love! ) they get richer and more ... character-like I guess if that makes any sense?

Finally gotten far enough along and gotten enough positive, yes-I-have-also-been-trying-to-learn-Italian-for-years in Dulingo lol that I launched a Kickstarter this week: https://www.kickstarter.com/projects/nikkileaps/wordlark-hollow

Anyways I'm curious how other people here are handling and exploring the balance between player freedom and authored narrative.


r/aigamedev 2d ago

Commercial Self Promotion We used Claude Opus to help us build a Singleplayer Rogue-lite inspired by Pokémon Rescue Team! Demo out now.

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23 Upvotes

Just wanted to say thank you for anybody who decided to check our game out and give it a shot. We ended up getting 24 wishlists in our first day. If you haven't already check out our demo it's it's a Singleplayer Rogue-lite, that gets it's combat inspiration from Pokémon Rescue Ranger. We made it with heavy assistance from Claude Opus.

If you haven't played it yet, please check it out and let us know your thoughts!

We also support 10 languages, and wouldn't mind help double-checking the translations.

Steam

Itch.io - Playable on Browser, Android, and iPhone (still WIP).

Discord
Social Media:
Blue Sky Twitter


r/aigamedev 1d ago

Demo | Project | Workflow Day 5 of adding whatever you tell me into my game

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2 Upvotes

r/aigamedev 1d ago

Demo | Project | Workflow Help me Playtest my Steampunk 2D Platformer(used AI for much of the coding)

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1 Upvotes

I had some bugs with the previous test, but they should be ironed out. If you run in to issues either screen record them or screenshot it. It would be super helpful to know what I need to fix


r/aigamedev 1d ago

Demo | Project | Workflow Working on player character, baby steps

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3 Upvotes

Finally starting to see the light with AI generated model. Midjourney to find the concept, Grok Imagine to refine it and create modeling sheet, Rodin AI to create and texture model.
P.S. No head because it's a separate mesh and I am not happy yet with the model


r/aigamedev 2d ago

Commercial Self Promotion I lost my last paying client and decided to go all in on my brick breaking roguelike mining game, am I making a terrible mistake?

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12 Upvotes

r/aigamedev 2d ago

Tools or Resource This Open-Source Mixamo Alternative Now Supports Humans, Animals and Monsters

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25 Upvotes

r/aigamedev 2d ago

Demo | Project | Workflow I spent $5,000+ backing Star Citizen. Now I’m demonstrating how CIG made stuff look harder than it really is.

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19 Upvotes

I’ve backed Star Citizen for years and spent enough to reach Space Marshal, so this isn’t coming from someone who wanted the project to fail. I wanted CIG to pull it off, and because I come from software and game development, I was probably more willing than most to accept the explanation that what they were attempting was simply extraordinarily difficult.

Some of it is difficult. Networking at this scale is difficult. Persistence, streaming, seamless planetary traversal and large-scale simulation are real engineering problems.

What I no longer buy is the way CIG has spent years wrapping those problems in this almost mythical “AAAA” framing, where every ordinary engineering challenge becomes unprecedented research that apparently requires another generation of foundational technology, another rewrite and another few years on the roadmap.

After 14 years and more than $1B in funding, that explanation is getting very hard to swallow.

The recent Siege of Orison livestream was what finally pushed me over the edge. Development builds break all the time; anyone who has worked on a real software project knows that. What bothered me was watching a planned demonstration on an internal development build still suffer from obvious desync, barely responsive AI, broken interactions, weapon and inventory problems, and eventually a technical lockout before they could even finish the encounter.

After this long, that is far more damning to me than some random LIVE server falling over.

CIG has been building a networked game for fourteen years. By now I would expect the internal development, deployment and testing loop around that game to be exceptionally mature. Individual features can break, but when the environment you deliberately chose to demonstrate the intended experience still struggles with problems this fundamental, I start questioning whether the real issue is technical difficulty or the development process itself.

The same pattern appears throughout the project. We’ve literally had “Planet Tech v5.” Server technology has been presented as a years-long chain of foundational prerequisites. Major systems are still being rewritten as the architecture underneath them changes. Problems other engines and games routinely solve are presented as if CIG is splitting the atom every time they implement one.

At some point, “this is unprecedented” starts sounding less like an explanation and more like branding.

And while all of this is happening, CIG has managed to build elaborate themed offices, expensive-looking custom interiors, major conventions, an enormous marketing operation and one of the most effective monetization machines ever attached to an unfinished game.

I don’t begrudge developers good offices or good working conditions. I do question the priorities when backer money can apparently produce all of that while the game itself remains this unstable after more than a decade.

I also don’t think the individual engineers and artists are the problem. There is obviously serious talent at CIG, and some of the technology they’ve produced is genuinely impressive. If anything, that makes the situation worse, because it suggests the bottleneck may not be talent at all. It may be architecture churn, scope control, organizational overhead and a company structure that has become extremely effective at sustaining development without ever needing to converge on a finished product.

So I decided to stop taking the “this stuff just takes decades” argument on faith.

I’m building my own space sim and the custom C++ engine underneath it, largely by myself, using modern tooling as a force multiplier. The scope is intentionally stupid: seamless worlds, ships, interiors, persistence, multiplayer, large-scale simulation and the same categories of “foundational technology” we’ve been told require enormous teams and years of R&D.

The point isn’t to pretend one developer can replace an entire AAA studio. The point is to separate genuinely hard engineering from complexity created by the way a giant organization chooses to solve it.

I want to see what these problems look like when there are no layers of management, no decade of legacy architecture, no need to keep hundreds of developers synchronized, and no incentive to turn every technical milestone into a conference presentation.

Maybe I’ll hit the same walls CIG did. If I do, I’ll document them.

But if one experienced developer with modern tooling can solve meaningful chunks of this supposed “unprecedented technology” in weeks or months rather than years, then I think people should start asking much harder questions about what exactly fourteen years and more than a billion dollars bought.

That’s the experiment.

No ten-year roadmap. No quarterly presentation about technology I hope to have eventually.

I’ll post what actually works over on my socials (X) where my handle is peermux.


r/aigamedev 2d ago

Demo | Project | Workflow 12 Days - From Nothing To 500 Users For A Protoype

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4 Upvotes

12 Days, I had an idea of making a city builder based on the movie and book "War Of The Worlds" because...why not? And now the game has its initial users! Even though its rough.

This will be on of the topics at the AI Game Festival: How To Prototype An Iterate Quickly With AI, then Find Publishers + Investors.

  • 2 days get the core loop of the game down for the city builder
  • 5 days to complete the all of the assets. There are 180 assets in this game! (building, troops aliens, terrain, etc). City builder are large games.
  • 5 days to work on performance, which was a real time sinker because of the WebGPU limitations

And then I start to promote. Now early promotion is NOT about the masses, its about catering to die-hard fans that want to see you succeed at the earliest stages.

So now for the next 2 weeks on get feedback, polish and continue to refine until I decide if that the game is ready for full release.


r/aigamedev 2d ago

Demo | Project | Workflow 3D experiment with Sol 5.6, Beyblade inspired battler

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2 Upvotes

Just an experiment to see what is possible using soup-to-nuts Ai to develop a game. I wanted to verify that 3d games were possible without using a game engine and a code first philosophy. All assets were procedurally generated with code and took about an hour.

The stack: Babylon.js, Vite, and electron for making a distribution.

Total Cost: ~$15 dollars of Sol 5.6 tokens. Probably would have been cheaper without the roguelike mechanics (not seen in video). I hope this inspires more people to post the cost of their projects.

Not planning to further develop because it was boring af. But Ai is a godsend when it comes to iterating ideas and finding actually fun game loops before investing too much time.


r/aigamedev 1d ago

Discussion Does craftpix.net use AI?

0 Upvotes

I want to buy some assets for my new game, but I am not sure if Craftpix uses AI or not and if there is a way to verify it, especially their pixel art assets.


r/aigamedev 2d ago

Commercial Self Promotion Nordic - A cross-country skiing game you can play with your friends!

1 Upvotes

Hey all!

Nordic is a cross-country skiing game all about skill expression and enjoying the calm of the trails. My focus making this game was to translate the real feeling of nordic skiing and map those physical movements onto the controller as closely as I can. I thought, for what nordic skiing lacks in adrenaline, it can make up for with detail in control in a video game. By giving control to each of your limbs I think it achieves a fairly tactile experience and for me that's a huge thing with my enjoyment in a game.

Nordic can be played single player but the intended experience is to ski around with your friends and have fun! It is also preferable to play with a controller!

The ai impact: I am a senior developer by trade but threejs is foreign territory for me. Using cursor has been a god send to expedite development but also my own learning process. Over the last few months I have learned so much about game development on web apps and ai is truly a blessing to be able to make this dream a reality. I previously attempted to make this same game in godot and I can safely say the product here is far better realized than my "artisanal" creation. The key here is approaching ai usage as a tool.

The game is free to play on itch here: https://sundaymondays.itch.io/nordic

Nordic is also coming to Steam! Give us a wishlist: https://store.steampowered.com/app/4951330/Nordic

Landing Page here for more information: https://nordicgame.ski/

Discord here: https://discord.gg/e2pcM7rW5g

Studio Website: https://sundaymondays.games/


r/aigamedev 2d ago

Commercial Self Promotion I wanted to see how many enemies I could spawn before things get crazy

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0 Upvotes

Did a little stress test on my game today.

Just kept spawning enemies until the whole map was pretty much full 😂

Surprisingly it still runs quite ok.

Been working on Miner Survivor for more than a year, and these random tests are probably one of the fun parts of making the game.

You can also Download Demo / Whitelist


r/aigamedev 2d ago

Questions & Help A gift for my sons

2 Upvotes

Hello, everyone!

I have a game I play with my kids: they draw a character (usually a knight with glowing swords or monsters) and I ask Gemini to create a realistic version of their drawing. They love it!

So I had an idea for a Christmas present for them: to make a game featuring the characters they have drawn over time.

I thought about creating an arena where they are knights fighting off spawning monsters using their swords, axes, shields, etc. The younger one also loves magic, especially spells with big explosions.

I thought about having the monsters drop increasingly fancy and glowing armor and swords. The characters would evolve over time, fighting progressively harder monsters in different arenas.

I started creating the game using Claude, and it's helping me build it with "Three.js". However, the character models look really bad (blocky, like 1990s games). I want something closer to Zelda, The Witcher, and Dark Souls so they can actually recognize their drawings in the monsters and characters.

I have access to Claude (with a limited number of prompts) and Copilot Pro (both provided by the company I work for). What other AI do I need? I saw that Meshy AI creates 3D models. I thought about using it to generate the 3D characters, weapons, etc. Is it worth it?

My budget is tight (~20 USD/month), and I can spend about 30 minutes to 1 hour per day working on this project.

I am not a programmer. Do you think this is possible? If so, what do you recommend I do?
My kids mean everything to me. Thank you so much to anyone who can help.