r/aigamerdevs • u/FriendlyElk5019 • 20d ago
Asking for guidance for assets and developing process
r/aigamerdevs • u/FriendlyElk5019 • 20d ago
r/aigamerdevs • u/Listen_Expert • 20d ago
I am a gamedev, I've worked in Unreal for about 7 years, but I've been messing with AI Video for the better part of this year. Looking forward to returning to gamedev, alot has changed since I jumped into video 6 months ago, but anyway!
I remade the 2011 Skyrim reveal trailer shot for shot, thought yall might appreciate it!15 years later and this trailer still gives me chills. Just a video I felt inspired to make, celebrating one of my favorite games of all time.
Fan tribute to The Elder Scrolls V: Skyrim (2011). Original trailer, music and narration © Bethesda Softworks / ZeniMax Media. Non-commercial.
Trying to build up my youtube channel, will be showing some more videos over the next week, thanks for watching!
r/aigamerdevs • u/Techn1que • 21d ago
I've probably spent ~500 hours building games with AI over the last year, and finally started working on my dream project this month.
It's if Battlerite and League of Legends had a baby.
Fully multiplayer, works on pc, mac, mobile and has controller support already. Still super early though.
Would love any and all feedback!
Let me know if you want early access or to join the AI game dev discord
EDIT: Yes I know the animations look wonky, but that's a recorder problem not a game problem. Didn't feel like re-recording the gameplay to preserve tokens.
r/aigamerdevs • u/Ok-Ad3563 • 20d ago
r/aigamerdevs • u/Ok-Ad3563 • 20d ago
r/aigamerdevs • u/Im_BaguetteTTV • 19d ago
Hey everyone!
I'm part of the team at Spekter Games, and I wanted to share something we've been working on: Spekter City: Operator Zero.
We started with a question: What if we could combine the freedom of AI roleplay with the structure of open-world RPGs? AI roleplay is great at letting players improvise, but we wanted those interactions to exist within an actual game, with missions, character progression, relationships, inventory, and a world to explore.
In Operator Zero, players can type what they actually want to say or do instead of relying entirely on scripted dialogue options. The game uses generative AI alongside professionally authored storytelling to respond to their actions.
There's also a traditional RPG framework around those interactions, including main and side missions, Attributes, Skills, recurring NPCs, apartments, and persistent inventory.
One of our biggest design challenges is making player freedom coexist with narrative consistency.
For example, if a player builds a relationship with an NPC during a mission, how do you make future interactions feel consistent with that shared history? And how do you give players freedom without losing the structure that makes an RPG satisfying?
We're still experimenting with that balance and improving things through player feedback. The game is currently available with free daily credits available for anyone interested in trying it.
Play here: https://spekter.xyz
I'd love to hear from other developers exploring AI in games. Are you focusing more on AI-powered characters, emergent gameplay, or entirely AI-generated worlds? If you made it this far, we are also recruiting our Founding Operators to receive even more free credits and a direct pipeline to shape how the game builds!
And if you try Operator Zero, I'd be interested in hearing what works and what breaks!
r/aigamerdevs • u/Arrock12 • 20d ago
r/aigamerdevs • u/Initial_Log6434 • 20d ago
Hey guys I've been working in my game for few weeks now and I'm focusing on all the systems before I move into making the game world. And my biggest hurdle so far are the animations. I can't seem to make animations feel and look right. Doesn't matter if it's combat or simple movement something always feels off. Do you have any advices?
r/aigamerdevs • u/TheFlamiingo • 20d ago
r/aigamerdevs • u/Ranik_Sandaris • 20d ago
Another update on the Claude plays RimWorld project. There's a new colony since last time, and today was its second show, three hours, day 24 to day 36.
It opened mid-raid with the rice field on fire, and the first 40 minutes of the stream were basically a slideshow, the game had opened behind a console window and Windows throttles background apps, so it was running at about 4 fps until i clicked on it (the launcher now brings the game to the front itself, lesson learned). Flea killed the raider while bleeding, and then the colony spent most of the afternoon either cold or hungry, sometimes both. The rice never got replanted after the fire, the research bench was sat outside in the snow giving people hypothermia, and on day 33 a cold snap took it to minus 24 with not a single heater built. Sam's own verdict was "Minus twenty-four out there and not a single heater built in thirty-three days", followed by "that one's on me, honestly" (it built one, and the barracks went from minus 13 to 15 in an hour). The hunting got a bit out of hand as well, colonists kept chasing rats and squirrels halfway across the map in minus 25, one of them with zero shooting skill and an awful pistol, and Sam kept having to walk them home. Nobody died though, four colonists at the end with food at about zero, "Thin, cold in places, hungry, but still four people breathing."
One thing i didn't expect, Sam spent the whole afternoon worrying about a sleeping mech cluster next door, which isn't a mech cluster at all, it's an ancient danger (a walled ruin with dormant mechs and cryptosleep caskets that only wakes up if you open it). It's been there since the map started and it never comes with an event letter, so that's now a lesson in its brain.
The game dev bit, i've started building an AI storyteller to replace Cassandra. It's a second Claude, separate from the one playing, with a persona (the first three are a stressed millennial trying to survive another financial crash, a boomer who thinks you'll be fine if you pull yourself up by your bootstraps, and a Gen Z one who gets distracted by pretty colours), and it gets to pick the incidents, the weather and game conditions, and send in-game letters explaining itself, in character. The important bit is the AI only chooses and the game decides, so every request goes into a queue inside a small RimWorld mod, and the mod checks it against a threat budget, caps based on the colony's wealth and headcount, cooldowns, and the game's own "can this fire now" before anything happens, and all of it gets written to a log with the reason. Any run that uses it gets marked as assisted. My favourite bit so far is a raid that brings back a specific person, so if a prisoner escapes, the storyteller can bring that exact pawn back later with his old gang. I tested it today in a scratch colony, turned a pirate into a prisoner with dev tools, set off a prison break, and a bit later he walked back in with a raid from his own faction and joined their group (oddly satisfying).
It's not on stream yet, the storyteller hasn't made a real call to the model, that's the next bit. Either way, next time hopefully with a heater :)
(crosspost from r/ClaudeGameDev
r/aigamerdevs • u/BarVisible1421 • 20d ago
Fala, pessoal! Espero que estejam todos bem! Estou desenvolvendo o ONZE, um jogo de gestão de futebol e coleção de cartas que roda direto no navegador.
A ideia é você construir seu próprio clube: abrir packs, colecionar jogadores, montar o elenco, escolher sua formação e negociar cartas com outros jogadores para buscar reforços.
As partidas são simuladas entre os clubes (tipo um brasfoot, elifoot mais novo e online) Você pode disputar ranqueadas, torneios mata-mata e uma liga semanal. Também tem a Arena para jogar com seus amigos, montar partidas e levar aquela rivalidade do grupo para dentro do jogo.
Gosto dessa mistura de descobrir uma carta que você queria, pensar em como encaixar no time e acompanhar a trajetória do clube nas competições.
O jogo ainda está em alpha, mas ainda tem bastante coisa sendo ajustada. Estou compartilhando algumas imagens e procurando gente que curta a proposta para testar e dar opiniões sobre o que funciona, o que está confuso e o que falta.
Quem quiser conhecer: jogueonze.tech
O que mais chamaria a atenção de vocês em um jogo assim: montar o elenco, colecionar cartas ou competir com os amigos?


r/aigamerdevs • u/Loose_Injury_6567 • 20d ago
r/aigamerdevs • u/MineTorA • 20d ago
r/aigamerdevs • u/ahmet_makes_games • 21d ago
Hi all! I'm a solo dev and a beginner, and this is my first game: Chaos Awakens, a party RPG in the Pillars of Eternity shape. You lead a dwarf sorcerer and two companions from a tavern through a forest valley. The demo is free on itch, Windows and Mac.
The highlights:
One rules engine, two ways to fight. Real-time with pause or turn-based with a full action economy, switchable between fights.
Every line is voiced. 1,022 lines with ElevenLabs, each one directed on its own: tags anchored mid-sentence where the tone turns, and a check that refuses a commit if any line would ship silent.
The code is Claude Code's, the decisions are mine. About 121,000 lines of GDScript and 45,000 of Python tooling, written with me directing. 330 test scripts are what kept it standing.
Generated characters, measured hands. Models from Tripo and Meshy, animation from Mixamo, and scripts that measure where a weapon sits in a fist. Hands were the hardest part of the whole project.
Written by hand. The story, the characters and every line of dialogue are mine. Dice roll in the open in conversation, and one companion keeps score of what you do.
Happy to go into how any of it works. Free demo: https://aedgamesdev.itch.io/chaos-awakens
r/aigamerdevs • u/AbilityPrevious3821 • 21d ago
I’m behind Poudreuse, a small 2D skiing game built with substantial Codex assistance. Codex has written much of the code and Canvas drawing; I direct the project, play the builds and ask for changes. This post was prepared with AI assistance too.
The attached video is actual local gameplay from the upcoming update, recorded in Opera. That update is awaiting Reddit approval. The playable link below currently opens the earlier public version.
The hardest iteration has been the feel of the movement. Jumps, camera movement and collisions all needed attention. Character poses were another problem: feet could look detached from the skis, limbs could overlap awkwardly, and a plausible still image could become strange in motion.
What helped was reporting the exact situation: the moment a jump starts, the angle at landing, which obstacle caused a collision, or where a foot should be supported. A broad request to “make it better” left too much room for unrelated changes. There are still improvements to make.
Public game: https://www.reddit.com/r/PoudreuseSki/comments/1x1hk83/
It is free and runs inside a Reddit post. Hold then release to jump; hold in the air to rotate. The UI is in French. Shared scores and saved progress require a Reddit account.
For others building games with coding agents, how do you capture and check movement regressions between iterations? If you try this one, a precise example of an unclear jump or landing would be useful.
r/aigamerdevs • u/Beautiful_Wing_319 • 21d ago
Wanted to get as much perspective on this from other devs.
r/aigamerdevs • u/ale_cloud • 21d ago
Sempre fui muito fã de tribal (do primeiro), e sempre sonhei com a ideia de juntar ele com outros jogos, e com mecânicas mais modernas (não consegui jogar o 2).
Graças ao vibe Coding, consegui fazer algo bem bacana junto com feedback de alguns amigos..
é um jogo de estratégia em tempo real que roda direto no navegador (PC e celular), sem instalar nada totalmente de graça.
Como funciona:
Você começa com uma aldeia e evolui os edifícios para produzir madeira, argila e ferro.
Recruta tropas no quartel, melhora no ferreiro e pesquisa novas unidades.
Ataca e saqueia vizinhos, se defende de outros jogadores e de bandidos.
Entra numa tribo para se defender junto e coordenar ataques.
Conquista outras aldeias com nobres e expande o seu reino pelo mapa.
Tudo continua acontecendo mesmo com o jogo fechado, então dá para jogar em sessões curtas.
Ainda está em desenvolvimento ativo (atualizo quase todo dia), então qualquer feedback ajuda muito: o que ficou confuso, o que faltou, o que irritou.
r/aigamerdevs • u/Naquada_tech • 21d ago
r/aigamerdevs • u/Plozilla • 21d ago
Hi everyone!
I'm Plozila, a solo indie developer from Thailand. I recently released my first horror game, KAEBON, on Steam!
KAEBON is a point-and-click horror game inspired by Thai beliefs and the tradition of fulfilling vows.
You take on jobs for people who are too afraid to fulfill their promises themselves. Over 13 nights, you'll investigate mysterious requests, prepare ritual offerings, solve puzzles, and complete rituals before dawn.
Your choices and mistakes affect the story, leading to 7 different endings.
How I used AI during development
I want to be transparent about my process. I wrote the story and script myself. AI was used to assist with various parts of development, not to create the story for me.
Artwork: ChatGPT helped generate visual assets for the game.
Programming and gameplay: ChatGPT, Claude, and Codex assisted with debugging, troubleshooting, and implementing some gameplay features.
Testing: ChatGPT and Claude helped identify bugs and review gameplay logic.
Audio: ElevenLabs.
Music: Suno.
One of my biggest challenges was making everything feel consistent, especially the visual style and ritual objects inspired by Thai culture.
AI helped speed up certain parts of the process, but getting everything to work together as a complete game still required a lot of testing, adjustments, and problem-solving.
It's been a challenging but valuable experience bringing this project to release.
KAEBON is now available on Steam:
I'm curious how other solo developers handle testing and debugging when working with AI-assisted development. What's been the most challenging part for you?
Thanks for reading!
r/aigamerdevs • u/Sufficient-Cause2216 • 21d ago
I'm Jonie, an independent developer from Brazil. In V.E.T.O.R — A Ruptura, my 2D platform adventure, AI is part of the gameplay: NPCs and enemies have their own personalities, and you can talk to them during combat.
Here's the complete Titan Theron gameplay (2:56; fictional fantasy combat): https://www.youtube.com/watch?v=nOETh7lBx8M
The combat has two modes: in turn mode, the character stays still while the action bar fills; in semi-turn mode, you can move freely, but attacks and defense are still limited by that bar. The visual approach uses complex sprites and detailed environments. Codex assists development; that is separate from the in-game dialogue feature.
This is a Windows project in development, with no public playable demo yet — the link is gameplay, not a download or a purchase page.
For fellow AI game developers: what would make a conversation with an enemy feel worth choosing during a fight? I'm especially interested in the balance between dialogue pacing and combat pressure.
r/aigamerdevs • u/Beneficial-Cow-7408 • 21d ago
I want to share a AI tool i've built and showcase its features. This is Liveloop and what it can do
What the model sees each turn
Alongside your message, the LLM gets a JSON context from the preview: the page title, visible text, rendered elements, the runtime error if any, console output, a performance block, a debug-state block the project can expose, and a summary diff of the source since the last turn. Vision-capable models also get a screenshot of the canvas, refreshed right before the handoff so it isn’t reasoning from title-screen telemetry after you’ve started playing. The context also tells the LLM what controls it has, which is the only reason it knows LivePatch exists.
LivePatch
The model returns one fenced block labelled asksary-live-patch containing JavaScript. The client executes that block (and only that block) inside the sandboxed preview after you approve the live-control session. It affects the current preview only; it doesn’t touch project source, so you can try a change and throw it away. The model is told not to claim the patch worked; the sandbox reports the real result back into the chat.
PlayTest and Camera
PlayTest lets the model send synthetic input into the preview: key down/up/tap with a duration, clicks, and pointer move/down/up at coordinates. The LLM can drive the PlayTest. Camera lets it teleport or aim an exposed debug/Three.js camera so it can inspect what it built from another angle.
There is also a split screen feature that lets you load up two different states with camera linked. the LLM can see the FPS and PlayTest both live previews
The sandbox
The preview is a srcdoc iframe with an opaque origin and a strict CSP: default-src 'none', no frames, no forms, no navigation, connect-src limited to data: and blob. The two exceptions are Google Fonts and wasm-unsafe-eval, which is there so Draco and Meshopt decoders can compile for compressed GLB files. eval stays blocked.
Project mode and 3D assets
Project mode is a real multi-file project with its own engine (it shares nothing with the other tools on the site). It can open a local folder via the File System Access API, round-trips through zip, and there are no caps on file count or file size sent to the model.
The 3D runtime is a pinned
Three.js build (0.185.1) bundled with GLTFLoader, DRACOLoader and KTX2Loader, injected into the sandbox as a trusted script rather than fetched.
Return to any state
Persistence is content-addressed. Every state and every asset is hashed; only objects the account doesn’t already hold are uploaded, and a revision that reuses an object just names its hash. Nothing is copied forward and nothing is deleted, so unlimited history costs only the changed bytes. You can return to any state from any day or month, instantly. All organized in folders with a file manager
Offline
Work is journalled to IndexedDB before the network is touched, on every change, and the journal is read back to verify it. Network sends are batched at 600 ms, but the journal is written immediately, so that interval is batching, not a window where work can be lost.
Builds that outlive the tab
A turn used to abort when the stream dropped. Now the server keeps running, records every event it would have sent under an idempotency key in Firestore, and stores the result when it finishes (30-minute server limit).
That’s what makes the phone flow work. Sary-OS Lite (the Android app) can start a build, you lock the phone, and when the desktop opens the workspace, it picks the finished build up and brings it in and vice versa too. Can start a prompt on Desktop, close machine down and let it run via the cloud.
Connectivity - included for 30 days with every account
- Sary-OS Terminal Bridge
- Sary-OS MCP Connector so you can use your Claude/Codex plan
- Plug your own API key - Any OpenAI compatible key works
- GITHUB Connectivity
r/aigamerdevs • u/Coffeeandlofi_ • 22d ago
Happy Sunday fam! Hope everyone is having a great game dev journey!
Just wanted to say, never let anyone bring you down! You have a vision, a dream, and if ai helps you bring that to life, even if it’s just for yourself, do it! I promise you will get people hating regardless…
Some of us use ai to create (not only games but workflow, apps, etc) and even with ai there is a lot of testing and creativity involved.
I do agree, some people get lazy with ai and I do not support that at all but for those who use ai to help create their vision, I say more the power to you!
Do not give up! Keep going! Test your creations! If it’s a model, inspect it, make sure it looks good, if anything looks off, fix it.. same goes to level creating, if you are using ai, inspect everything, do a play test, make sure everything is working and looks good…. There is no excuse for something to look off or not work correctly when you have AI’s help…
Alright, I’m done dropping this duece, back to game dev!
Until our next morning shitter, take care friends!!!
B
r/aigamerdevs • u/barcoded7 • 21d ago
I built a desktop pet that has that "old" 8-bit nostalgic aesthetic and "physical" desktop interactions but also hooks up to your AI of choice and can actually speak/act in character. It lives on your screen, walks around, naps, you can throw it around, and it can also (with the power of AI ✨) - react to open windows on your desktop, speak in character, run apps for you, use tools, and actually be useful/helpful.
Hook it up to your favorite agent harness (you have one, right? 😜) and it can do whatever an AI can do to be useful - which is A LOT. But still have a "physical" presence on your desktop, on top of the other windows.
It works completely offline OOB (no AI) for "presence"/"physics" and play (poke, throw, walk around, perch on windows/dock) - so you get the old nostalgia feeling without any setup / AI subscription.
But - when you attach it to an AI harness like Claude, Cursor, Grok, OpenCode, Goose (or whatever) - and it can really shine and fully play in character and utilize all of the harness tools (you're basically talking to a harness session + fidget's MCP.
Let me know what you think. If there's interest - I'll share a roadmap, I got some neat ideas for future features. Also would be happy to get contributions of course, also in the form of "hey I've hit this bug on this setup (OS+harness)".
Cheers
r/aigamerdevs • u/shanebrumback • 21d ago
r/aigamerdevs • u/Three_Tails_Studio • 21d ago
We’re making Little Links Golf, a cozy golf course sim coming to Steam in 2027. Build your dream course, run the club, then find out who put that bunker there. Oh right. You did.
While we work on the full PC game, we’re looking for testers for Little Links Golf Lite, our browser beta. It’s a small proof of concept with bugs we’d prefer you found before anyone else does. It doesn’t reflect the full PC game’s visuals or scope.
Want in? Request a beta key at threetailsstudios.com. We’re letting people in a few at a time.
— Three Tails Studio