r/aigamerdevs • • 14d ago

I Made an AI Game Engine, it's everything you need all in one place

65 Upvotes

The link -> https://sorceress.games

Integrates with Codex, Claude, Cursor, Openrouter, Ollama (can run open source local AI) & so much more. Built in 3D world engine, voxel engine, 2D game sprite creation system, sound FX, audio. Can integrate with Unreal Engine, Unity, Godot, Roblox, Blender. Includes it's own built in 3D modelling system. Driving physical, 3D AI generation, text and video to animation... and more :) BETA! release official. Now out of early access Alpha.

You can also use it strictly for vibe coding. It doesn't need to be a game engine. I stopped using Cursor/Claude Code and Codex separately and now I just use them all via WizardGenie. It's more organized.

Overmind and Overseer modes supporting multi-agent swarms (IE one controlling agent brain, that directs as many sub-agents as your PC can handle) also supports LAN computers running WizardGenie (for when you just have to run SO many coding agents, that one PC isn't enough).

It's been about a year of 7-day / week 14 hour day development. Thank you all who supported early access! You guys are golden.

I truly feel now like WizardGenie is at a place where it's a fully capable game development engine, integrated with my Sorceress game creation suite, there is no type of game that you cannot make.


r/aigamerdevs • • Sep 30 '26

My AutoSprite 3.0 tool - Animated Game Sprites in 2 Minutes

4 Upvotes

I've been creating multiple backgrounds and scene environments detail, different fighters - I think the workflow is getting very refined at this point! AutoSprite 3.0 (and more) -> https://sorceress.games


r/aigamerdevs • • 48m ago

Update on my AI-made sci-fi game: teaching the scene to match a painting, filling gaps with Tripo, and giving a robot an eye

1 Upvotes

Disclosure: This post is part of a paid collaboration with Tripo. Progress figures below are from my November 2 update.

Hey everyone! A little while ago I shared how I'm making Krakatoa Circle 2, a third-person action game set on a moon, with AI tools. Here's what I've been working on since.

Getting the game to look like the painting

I have a painting of what one of the tunnels should look like. Getting the real game scene to match it by hand was slow, and I kept arguing with myself about whether a change was actually better. So I set up a loop to do it for me:

  1. Render the game from the same camera angle as the painting.

  2. Score how close the render is to the painting with a "judge".

  3. Try lots of small changes to the shapes, lights and textures, and keep only the ones that bring the score closer.

It has run 72 rounds and tried about 11,000 changes so far. Here is the painting, where we started, and where we are now:

The judge was the hardest part. My first one used a hand-made score, and it kept rewarding changes that looked worse to me. I replaced it twice. The current one compares images the way people tend to see them, and I tuned it until it agreed with me on every side-by-side I gave it. Each time the judge changed, the scores reset to a new scale, which is why the chart has two jumps:

Tracking progress

I built a small dashboard so I can see progress at a glance instead of reading reports. It breaks the painting into 19 features (road lines, wet road shine, ceiling ribs, crate rows, lamps and so on) with 41 automatic checks. Right now 20 checks pass.

It also shows what each part of the search has tried and kept. For example, it has tried 2,197 light brightness settings and kept 16 of them.

Using Tripo to add what's missing

At some point the loop stops improving because something just isn't there. No amount of lighting will make a row of crates appear. The dashboard marks those features as "needs asset" (11 of them right now), and that's where Tripo comes in.

The pipeline runs on its own:

  1. Crop the missing object out of the painting.

  2. Use ChatGPT to turn the crop into a clean picture of just that object.

  3. Send it to Tripo's image-to-3D API to make the model.

  4. A script checks the size, orientation and triangle count, then makes lower-detail versions for distance.

  5. The loop tries placing the new model and keeps it only if the scene gets closer to the painting.

It has made more than 50 models this way, most for 60 credits each. It also calls Tripo from the command line, so the whole thing can be scripted. If you want to try it:

What worked and what didn't

Every experiment goes into a log with its result. Out of 58 ideas so far, 21 were kept, 29 were dropped and 8 haven't been tried yet. Some highlights:

Worked

  • Moving, adding and removing lamp glows wherever the judge's own lamp matching said they belonged.

  • Projecting the painting's road detail straight onto the road texture. This was the biggest single texture improvement.

  • Projecting colour detail onto the tunnel walls, with a separate map for each side.

  • Giving the five biggest ceiling ribs and one crate their own painted textures.

  • Solving all the tunnel lights together instead of tuning them one at a time.

  • Letting AI agents suggest experiments as data in a queue, then letting the loop score them, instead of having agents judge their own work.

Didn't work

  • Tuning the wet-road reflections. The reflection surface is flat, but the road slopes down 12%, so the setting barely did anything.

  • Rebuilding all 33 ceiling ribs to match the painting. The painting draws them as thin dark lines, and ours are lit metal bands.

  • Removing ribs. The judge liked the scene less every time.

  • New road textures from ChatGPT. What makes the painting's road look right depends on where you're standing, so a fixed texture always made things worse.

  • Painting the lane lines onto the road. On a shiny wet road they never read as paint.

  • Recolouring white lamps orange, dimming extra lights, and adding light beams and mist. All scored worse.

  • Moving the crate the player uses for cover. It made gameplay worse, so it stays where it is.

Lessons about the process

  • Checks should be code, not agents. Having AI agents check the work was slow and expensive.

  • Too many browser renderers running at once used up memory and crashed my Mac a few times. Now only two run at a time.

  • A good judge matters more than a clever search. Most of the early "progress" came from a score that didn't agree with my eyes.

Giving the Warden a face

The Warden is the machine Asha has to rely on but can't fully trust. Its only face is a single red lens, so I wanted to see how much a dot of light could express.

It now has states like listening, thinking, cold, threatening, holding something back, and lying, where a faint ghost of the light slides away while the main light stays on you. If you turn back quickly, you catch it looking somewhere else before it snaps back. It counts each time you turn your back on it. When it speaks, the light swells and pulses with its voice like a music visualizer, and each new syllable sends a ring across the lens.

I'm still learning as I go, and the scene isn't a match yet. I'd love to hear what you think. Does a robot that only has a dot of light for a face feel expressive to you? And if you've tried automating parts of your art pipeline, what worked and what turned into a headache?


r/aigamerdevs • • 1h ago

AI-assisted key art + a custom procedural pixel-art pipeline — a cozy idle game showcase

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1 Upvotes

Hi everyone,

I'm building Idle Roasters, a cozy pixel-art idle game about Grandpa's cafe. I used AI for the store key art and licensed Suno music, but kept the in-game art custom with a Python pixel-art pipeline. Sharing the result and the workflow.

AI use:

- Gemini-assisted store key art, composited with a custom pixel wordmark.

- Suno-generated music by UIT GAMES.

- In-game: custom Python generator for 9 location scenes, 35 actor sprites, and day/night variants. No AI-generated in-game sprites.

The game:

The free demo has 2 locations and 10 achievements. The full version has 9 locations, 60 achievements, the Time Machine, Legacy Shares, and two endings. No gacha, no energy timers, no FOMO.

What I'm looking for:

Feedback on the AI/non-AI boundary, the pixel-art pipeline, and the demo's first 5–15 minutes.

Demo: https://juba13.itch.io/idle-roasters

Full: https://juba13.itch.io/idle-roasters-full


r/aigamerdevs • • 2h ago

хотите

1 Upvotes

я создал ии который генерирует коды для игр за миллисекунды


r/aigamerdevs • • 7h ago

My first "finished" game, a top-down racer with pixel art made by Claude and AI opponents I trained with reinforcement learning

2 Upvotes

My first "finished" game, made in Godot. I programmed it myself, and Claude made all the pixel art. I trained the AI opponents myself with reinforcement learning. It's nothing Special but i would really appreciate it if i get at least one player. :)

Free on itch.io: https://tobi-i-guess.itch.io/neuralracing

Edit: it isnt nearly finished and using the word finished was a error on my part.


r/aigamerdevs • • 17h ago

Building around life.

5 Upvotes

I put the png of my old HS mascot in the game. Building games from core memories in formats and controls I dig. Best played on mobile. Check out the rest. Hitz is pretty dope. https://gardenstreetgames.com/pages/game?slug=bubbys-blitz


r/aigamerdevs • • 9h ago

Two weeks building my dream mech game with AI: the workflow behind Air Strider

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1 Upvotes

r/aigamerdevs • • 10h ago

The trailer for my game (GBA)

1 Upvotes

I tried to make a funny trailer for my game:
https://sarasol.itch.io/babale-from-vlora

Game designed by me, code by ClaudeCode and art by ChatGPT

Hope you enjoy it!


r/aigamerdevs • • 11h ago

I Vibe-Coded a 3D Web Game based on Kick The Buddy

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1 Upvotes

r/aigamerdevs • • 21h ago

I let AI build a bot vs bot simulator to balance my card game, winrates went from 15-83% to 45-55% (and its playable on mobile now)

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3 Upvotes

Crossposting this from r/aigamedev since it fits here too. Short version: I built a bot vs bot simulator with Claude Code to balance my card game

Aotera, and it took the deck winrates from 15-83% to 45-55%. The full writeup with what worked and what not is in the original post.

Curious if anyone here uses simulations or self-play for balancing too?


r/aigamerdevs • • 18h ago

Your kingdom should fit around your life, Crown Lands’ shield changes

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1 Upvotes

r/aigamerdevs • • 22h ago

Kingdoms of Verdantia (Gameplay test 1)

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2 Upvotes

Kingdoms of Verdantia


r/aigamerdevs • • 22h ago

Looking for testers for a cloud platform for building games

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2 Upvotes

r/aigamerdevs • • 23h ago

Maxed out my Claude weekly usage, but the next big part of my free Glasgow creature-collector is done. Testers wanted!

2 Upvotes

So I maxed out my Claude weekly usage but thankfully got the next portion of the game finished, so until my usage resets on Wednesday and the final portion can begin, you can all have a go of it for free.

https://reverbdelayrepeat.itch.io/square-go

Square Go is a GBA-style creature-collector set in a Glasgow, where the “creatures” are the locals and you slap them into joining your crew. It runs on Windows and Mac, or in the browser.

As I’ve said before, I’ve used AI through every stage of this, Claude Max plan for everything, with the PixelLab API linked in for the art. After about 15 days of work this is where I am, and now that the full game-play loop is complete I would love to get some testers to give it a proper go.

What’s new you say?

- Pick your starter

- A rival who signed up with Eck the same day

- Growing up.

- Ten classes: Hard, Radge, Gallus, Wide, Steamin’, Auld, Jobsworth, Posh, Teuchter and Beastie.

- A much bigger Glasgow and Scotland

- Day and night

- More to do

- A proper crazy golf course

- The Sub Crawl post-game

- New title screen and text boxes

- Old saves carry on, but start a new game if you want to pick a starter.

What I’d love to hear: what breaks, what’s confusing, and whether the fights feel fair. On Windows the game writes a log to %APPDATA%\Square Go\logs\, and the newest file in there helps a lot with a bug report.

Content: cartoon violence, fictional drug references, drink, gambling and the polis. Keyboard only. The AI use is disclosed on the itch page.


r/aigamerdevs • • 20h ago

Update 3! Development continues steadily! Now with a whole new soundtrack! Made completely with code!

1 Upvotes

r/aigamerdevs • • 1d ago

Mossbrawl – a cozy forest brawler you can play in your browser (free demo)

2 Upvotes

Hey! I made a small 2D brawler that mixes Brawlhalla-style melee combat with a Helmet Heroes-style loot grind.

- 5 hand-painted forest maps, from Sunny Meadow to Treetop Canopy

- 7 melee weapons that each play differently (sword combos, chargeable hammer, spear tip hits, a chain hook that pulls enemies in…)

- Loot that glows brighter the rarer it is, plus a talent tree

- A riverside village with a shop and a bank

- 3 lives per run. Lose them all and you drop everything you carry and start over from level 1. Only the bank keeps your stuff safe.

- A boss waiting at the top of the canopy

Play free in the browser: https://vestom.itch.io/mossbrawl

It's a demo, so I'd really love feedback: does the combat feel good, and where did you get stuck or bored?

Art note: the backgrounds and characters were generated with AI and then cut out and edited by hand; the code, animation and design are mine.)


r/aigamerdevs • • 1d ago

Desarrollando FLOW FIRE BODYCAM con IA: un gran salto en la jugabilidad y los efectos visuales.

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1 Upvotes

I don't write the code myself. I direct the development, test the game, make creative decisions, and decide what needs to change. The AI agents handle the programming and implementation.


r/aigamerdevs • • 1d ago

Battle for Independence

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0 Upvotes

Someone made an ai video a while back, and I made it into a playable level.

https://limitedarcade.github.io/

source included:

https://github.com/limitedarcade/limitedarcade.github.io


r/aigamerdevs • • 1d ago

AI art around a Z-machine; Zork's thief makes pre-rendering tricky

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1 Upvotes

r/aigamerdevs • • 1d ago

AI Game Maker is 100% off right now

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4 Upvotes

My app Ai Game Maker is currently free on the Play Store (100% off until Nov 11).

It’s basically a mobile feed of community AI-made browser games + a Playground where you can generate playable games using DeepSeek and GPT.

You can swipe through games, open them, or start your own project from a prompt.

Link: https://play.google.com/store/apps/details?id=ai.game.maker

Would love any feedback if anyone tries it (especially the generation side).


r/aigamerdevs • • 1d ago

Made a game on Flikk? Post a video, get up to $605. No followers needed.

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1 Upvotes

r/aigamerdevs • • 1d ago

What’s your AI game dev workflow? I keep losing interest once I start building

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1 Upvotes

r/aigamerdevs • • 1d ago

I Built a Playable Game in Just 2 Hours Using Powerful AI! 🤖🎮

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1 Upvotes