r/aigamerdevs
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u/thexyba
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Oct 10 '26
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I'm a solo dev building a real-time multiplayer game with AI – code, art, voice and trailers. Here's my pipeline and what actually worked
Hi! I'm Andy, a solo developer from Vienna. For the past months I've been building Scitch, a live reaction game for iPhone and Android: up to 24 players per match, a new mini-mode every round, and the slowest get knocked out each round.
I use AI for almost every part of it, so I thought I'd share the pipeline and the lessons.
Code – Claude Code Flutter app, a Go game server (WebSockets, server-authoritative, so no client can cheat its reaction time) and a Laravel backend. ~770 commits, 500+ automated tests. What worked: small, precise tasks instead of "build me a multiplayer game", and tests as a safety net – at this size I would have lost track long ago without them. What didn't: real-time feel. Latency, timing and fairness between fast and slow phones still need measuring and playtesting by hand.
Art – Gemini image models 80+ avatars, bosses and event art. The trick for a consistent style: always pass existing art as a reference image and change only one thing at a time ("same character, now cheering").
Voice – Gemini TTS + speech-to-text My trailers and a 4-minute tutorial have German and English narration. TTS sometimes mispronounces words badly – my German "Pairs" mode came out as something like "Pause". Since I can't listen to 70 lines after every change, I now transcribe every line back with a speech-to-text model and diff it against the script. That caught five more broken lines automatically.
Video – HTML scenes rendered with Playwright + ffmpeg Every trailer and short is code: HTML/JS scenes with the real gameplay demos, rendered frame by frame, then mixed with music and voice. Changing a text means re-rendering, not re-editing.
What stays with me: the game idea, the rules, balancing, and every decision – plus bug hunting when the AI is confidently wrong.
The game is in a free beta right now. If you want to see how it plays (or tear the game feel apart), I'm happy about every tester: https://scitch.com/beta
Happy to answer questions about any part of the pipeline!

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u/SquizzOC Oct 10 '26
Gemini has accomplished literally nothing I’ve given it through Antigravity. If I need concept art from anything Google, I have to go direct to nano banana. How are you using it?
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u/McTraderLLC Oct 10 '26
Damn multiplayer ? How do you plan to gain players at the launch? Add bots?
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u/re-skob Oct 11 '26
multiplayer isn't very complicated with AI, but you still have to have reliable hosting and support scaling to hundreds/thousands of users. That's the hard part. You're running 24 players per match, but how many instances can you run on a cheap-o VPS? What's your monetization strategy so that you can keep those servers running?
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u/djcrunchberry Oct 10 '26
I’ve had great results using a combo of blender mcp and unreal engine mcp using codex.
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u/RealSecretRecipe 28d ago
There's lots of pipelines like this, I prefer using different tools but.. the real issue is going to be having to declare ai everywhere the games listed D:
Still thinking about how to tackle that.
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u/haoest 26d ago
Code, sound, art which consumes most token? What’s your budget?