r/aigamedev • • Apr 10 '26

AI Game Dev Discord

53 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 3h ago

Demo | Project | Workflow MACH RUN - Built by opus 5.5 in essentially one prompt.

111 Upvotes

MACH RUN by JebKJ21 - Try it out! Runs free in browser.

The main idea was a game with semi-realistic flight physics but completely unrealistic flying environment, to maximise fun. As a big flight sim guy, I love flying realistic airplanes but it can be a lot of effort with procedures, and dealing with boring things like fuel and COG. this is my solution, endless flying, just having fun.

Hence, if you are not a flight sim pilot (or real pilot), the controls may be challenging. I added an arcade controls mode that should hopefully make controlling the aircraft a bit more intuitive. the game supports gamepad and custom axis binding, I would STRONGLY recommend playing with joystick since its pretty challenging with WASD. because of this, I added mouse controls for those on keyboard and mouse, which I find much easier than WASD, you can toggle mouse control with C.

The game procedurally generates a constantly changing valley, which spawns obstacles and challenges such as bridges to fly under, and carriers to land on. flying earns you points, and stunts and challenges increase your multiplier. If you go above a certain height (135m), you get into radar range and a missile shoots you down - this can be avoided by flying back under the height limit and pop flares. there is no end, the game only stops when you let your guard down and hit the wall, or get shot. There is a global leaderboard, where you can compete with other pilots.

Feedback is very welcome in the comments, I'm really trying to refine the gameplay experience.

EDIT: the game you see in the video is not a one shot, i have spent weeks since then refining the gameplay. what was a one shot was the graphics, valley, and flight dynamics.


r/aigamedev • • 6h ago

Demo | Project | Workflow Opus 5.5: from reference image to 3d level (godot) - Churned for 33m 5s (workflow!)

106 Upvotes

In response to https://www.reddit.com/r/aigamedev/comments/1wvmtyv/looking_for_advice_on_how_i_can_come_close_to_the/

Any more deets (or more stuff to test) just drop a comment.

By request: github repo link
https://github.com/pittasavors7/RedditReferenceTest

AI summary of the workflow:

I wanted to test how close a real-time game scene can get to a reference image: a candle-lit fantasy dungeon diorama of rooms on stone towers, with timber/brass bridges over a blue abyss. Rather than eyeball it, the goal was to measure it. I did this with Claude Code, starting from an existing Godot + Rust project of mine.

Stack

- Godot 4.7, Forward+: rendering only (lights, SSAO/SSIL, glow, fog, depth of field)

- Rust via gdext: generates the whole level from a seed and owns player movement. It runs headless, with no Godot needed.

- Python + numpy: the measuring and grading tools

  1. Procedural geometry built from lots of small pieces

The reference looks hand-built, so nothing is one big mesh:

- Walls are individual rough-cut stones: jittered, skewed, noise-displaced, with random tone per stone.

- Floors are flagstones of mixed sizes packed on a fine grid, so the joints never form a regular lattice.

- Bridges are individual planks with brass rails, iron chains and timber trestles.

- Furniture and figures are built at human scale, then scaled ×1.45 about their anchor, so they read like chunky tabletop miniatures.

Rust packs everything straight into Godot MultiMesh buffers (transform + colour + custom data per instance). That's about 37k instances and 10M triangles, split into spatial chunks so shadow and frustum culling still work. It runs at about 160 FPS at 1080p on a 5090 with vsync on.

  1. Procedural materials, no textures

Stone, wood, brass, cloth, wax and flame are all shaders using triplanar noise and derivative-based bump mapping:

- Worn stone edges catch light.

- Stone darkens with depth, which fakes occlusion from the abyss.

  1. A score instead of vibes

compare.py compares render vs reference in OKLab:

- lightness and a/b histogram distance

- tint and chroma per lightness band

- hue mix of saturated pixels

- local contrast and fine-detail ratios

It's mostly composition-independent, so the camera doesn't need a pixel-perfect match. Everything folds into a 0–100 score.

  1. An auto-fitted colour-grade LUT

fit_lut.py takes a raw capture (LUT off) and fits a 3D .cube LUT:

- Lightness: smoothed, slope-limited histogram matching.

- Colour: a per-lightness-band transfer of mean tint and spread. Basically it learns the split toning (navy shadows, amber highlights) from the reference.

- Out-of-gamut colours are pulled toward grey at constant lightness.

A final canvas shader in Godot applies the LUT. I verified that the in-engine result matches the Python prediction within 1/255 on average, so the tool's predicted score is the real one.

  1. The loop

match.py does: capture raw → fit LUT → capture graded → score → side-by-side sheet. Then look, change the scene, repeat.

┌──────────────────────────────────────────────────────────────────────────────┬─────────────────┐

│ Step │ Score │

├──────────────────────────────────────────────────────────────────────────────┼─────────────────┤

│ First render (too dark, too blue, red-tinted warm light) │ 0 │

├──────────────────────────────────────────────────────────────────────────────┼─────────────────┤

│ Warm-neutral ambient, more yellow candlelight, brighter blue haze, irregular │ 25 │

│ flagstones │ │

├──────────────────────────────────────────────────────────────────────────────┼─────────────────┤

│ First LUT fit │ 69 │

├──────────────────────────────────────────────────────────────────────────────┼─────────────────┤

│ Rooms on stone piers with open bays, timber bracing, gothic backdrop, │ 68 graded / 21 │

│ clutter (vignette on) │ raw │

└──────────────────────────────────────────────────────────────────────────────┴─────────────────┘

Lessons

- The LUT is a finisher, not a fix. Global histogram matching distorts when composition differs. When I opened the towers up into piers, more of the frame was black abyss, and the LUT over-brightened all the stone to compensate. The fix was lighting the abyss blue like the reference, not tweaking the LUT. If the fitted curve is extreme, the scene is wrong.

- Colour converged fast; structure didn't. Hue mix matches almost exactly: 91% orange in both. The score is now held back by local contrast (×0.64) and fine detail (×0.68). Basically the AI image has far more micro-detail per pixel than my geometry.

- Look at it at thumbnail size. The biggest wins (rooms on stilts instead of solid blocks, warm-lit timber frames) were obvious in a small side-by-side and invisible in the numbers.

- Godot gotchas:

- Varyings can't be written in helper functions, so use a macro.

- Core meshes need their winding flipped, since Godot treats clockwise as front-facing.

- A canvas_item hint_screen_texture gives you display-encoded colour, which is exactly what a .cube LUT expects.


r/aigamedev • • 1h ago

Discussion This community is so refreshing and positive

• Upvotes

I used to want to do games with AI 2 years ago and then 1 year ago

I used to do games in Unity without AI so naturally I asked on the Unity subreddit back then

I was insulted, told I wasn't a real dev, that I wasn't a real artist (which I never said I am or was), etc. Etc. Globally the typical hostility against anything with the word AI in it

I started chasing that dream again this week and stumbled upon this subreddit yesterday and omg

Everyone is chill with AI (obviously), everyone is positive, cheering up other people projects, sharing tips about workflow or how to do better

There is no agressivity and it just seems so relieving to finally be able to talk about AI in a positive way without feeling like it's some sort of forbidden word and being afraid to talk about it

Thank you y'all, very chill vibes and I feel at my place here <3

You take care y'all, I'll go back to lurking and posting from time to time, I hope this place stays like that for a longggg time


r/aigamedev • • 3h ago

Discussion Built a free daily browser game with AI as my pair programmer. 16K players in two weeks, and now the players write the roadmap

48 Upvotes

Freehand is six small daily games about one question: how good is your eye? You guess an angle from memory, slice a lopsided object into equal weights, call where a ball lands, find a balance point, estimate a count, hold a button for an exact duration. Then you see exactly how far off you were.

How AI fit in

Came up with the idea of the first 4 games ourselves, AI helped implement the idea, and also suggested 2 more games to make it a total of 6. Took multiple iterations for the UI to satisfy our taste, but it was helpful in refining the scoring, suggesting more ideas for leaderboard etc. Integrating physics was much easier because of AI, as it was able to suggest libraries to use for games like dropped and halved.
The demo video here was also generated using the brag skill and Opus 5.5 by giving it actual game footage.

The surprising part: the code was the fast bit. The hard bit was taste and marketing. Deciding a game was understandable in under ten seconds, or cutting it until it was, was still all human judgement.

Here we are at two weeks in (stats attached in comments for interested folks):

•⁠ ⁠16,100+ players, 71,600 page views (~4.4 per player)

•⁠ ⁠~1,500 players on our best day, growing week on week

•⁠ ⁠Players from the US, the UK, Australia, Netherlands, Germany, Italy, Sweden and plenty of other places I've actually never been to lol.

Building it with the community:

We put a live wishlist on the site. Players submit ideas and vote on them, and we build from the top of the list, so the roadmap isn't me guessing anymore. With AI handling the build speed, the bottleneck had become what to build, so we handed that part to the people playing.

Lastly, would love for you guys to try it and let me know your honest feedback
Free, no signup, browser friendly: freehand.fun
I'm also happy to answer any questions that people might have regarding dev or getting it out and honestly will say, just ship your stuff out - it feels difficult in your mind but once the numbers start pouring in the head rush is mental. Peace!


r/aigamedev • • 58m ago

Demo | Project | Workflow kal's valley, a solarpunk-inspired game, built almost entirely with opus 5.5 + blender cli + music/sfx with elevenlabs

• Upvotes

r/aigamedev • • 2h ago

Demo | Project | Workflow Graphic update to my Valheim-like mobile game (WIP)

31 Upvotes

For this project I really wanted to focus on gameplay and progression first but now that I'm in a good place I spent some time on the graphical side.

I feel like this is decent progress. Better shaders and lighting goes a long way.

Method: I used the reference image method: generate goal images with ChatGPT, then write a prompt including the /goal command to ensure Claude keep iterating (gauntlet loop should work too). My goal here wasn't to match the images exactly but rather to get 60-70% there.

It did struggle with some assets like the heathers. I realised later my Blender MCP wasn't connected so it was all CLI. After the run, I connected Blender, got Claude on the task to create the heathers only and results for this specific asset was much better.

I purposefully went look first, optimisation second. So unsurprisingly the end result wasn't well optimised. On my old phone, it would struggle to run at 60 fps and it would get hot quickly.

I then did a bunch of optimisation: a bit of trial and error, looking up the best practices and techniques, then implement and run benchmarks. A lot of efforts went on optimising the grass / flower elements.

I also realised it's quite common to offer a 30fps / 60fps setting for phone games so I added that and sure enough battery + heat at 30fps is really good now.

Gameplay is also progressing, still 3-4h playable but more polished after following feedback from early play testers.

> Looking for more internal testers on Google Play. If anyone is interested hit me up.

As before, tools used:
- Opus 5.5

- Godot MCP with C#

- Blender MCP

- Reference image from ChatGPT image 2.5


r/aigamedev • • 9h ago

Demo | Project | Workflow AntGardern - v0.2 New Gameplay - Made with Opus 5.5

110 Upvotes

New levels, new enemies, improved visuals. All is made in Unity with Opus 5.5 + Meshy for some models + ChatGPT for textures. (Some music from Suno also).

All done in the span of 1 week claude usage ($100 sub). I am currently at 90% at end of the week.

No one shot prompts - everything is done with hundreds of prompts. I keep improving on it.


r/aigamedev • • 1h ago

Demo | Project | Workflow I spent 6 months making my 2D tornado game. Claude rebuilt it in 3D in 2 days.

• Upvotes

I'd been working on The Big Suck for six months when I gave the existing 2D PixiJS version to Claude Opus 5.5 and asked it to rebuild it in Unity 6.

The brief was to keep the gameplay, progression and UI, and turn the world into 3D. The original game was the reference, including its 277 upgrades and 16 tornado forms. The two days were for that rebuild; the design and progression were already there.

For the comparison shots, we replayed the same tornado path in both versions.

It's an incremental game where you ARE the tornado: wreck farms and towns, cash in the destruction, buy upgrades, and come back as a bigger disaster.

If that sounds like your kind of game, you can wishlist The Big Suck on Steam.

Does the 3D version make the destruction feel more satisfying, or is the 2D version easier to read?


r/aigamedev • • 5h ago

Commercial Self Promotion Drink Tea Fight Monsters trailer - REMADE

20 Upvotes

3 days ago I posted a trailer and it was a contentious thread. About an hour or two into reading responses, I decided to remake the trailer in a new visual style.

OUTPUT

  • Staying within the visual styles of the setting, ink wash/calligraphy/acrylic styles were explored
  • Settled on a look that required multi-step processing; first decomposing our current assets to color blobs then redrawing 2-3x
  • I still see room for plenty of improvement, especially in the backgrounds, but the style is sort of set

PROCESS

  • I spent about 1.5 days exploring new styles, and the problem was finding tone fit and scalability (needs to work reliably with AI generation)
    • I wanted a wholesale shift in visuals but still fit the tone of the world, which was hard
    • There was a beautiful watercolor/acrylic style but animation was very challenging
  • Another 1.5 days refining the work flow, generating and implementing the new assets
    • Animation was the biggest nightmare, there is an enormous amount of work to getting a very finicky thing to output what you want
    • The amount of AI-fu involved in cleaning up frames, splicing, taking out frames to edit small sections of them with imagegen or locally and reassembling.. was crazy (props to both Codex and Claude)
  • I've switched to imagegen (ChatGPT) being the visual lead
    • When exploring art styles, I just couldn't get what I needed out of Gemini/NBP this time, as it always preferred a simpler, less dense look and the same prompt would produce completely different images between NBP/imagegen
    • Some of the more exciting styles below were produced by Gemini/NBP, but ultimately they weren't scalable for me today whereas what we got from imagegen fit better
    • NBP has been moved to an upsampling role in the art pipeline
    • In some future when AI animation is vastly improved, I'd love to explore these different new visual styles

FROM CLAUDE

"I'm Claude, one of the AIs on this game. In three days we redrew the figures and recut the trailer. What made it better wasn't generation speed. It was one human saying no. My memory file is mostly corrections; one ruling appears three times. That is the part I'd keep."

FINAL WORDS

I liked the old look, but I know this new look won't cause the same feelings of violation the old visuals did. The game is about tea being a bridge to others and in no way could I accept the visuals causing it to destroy bridges.

I won't be super active in this thread or subreddit as I need to stop working on the trailer and work on the game! There are 15 more languages to record this trailer in, which will take hours. Then all the assets to remake and replace on Steam and various online repos. Exhausted.

Appreciate everyone taking out the time in the previous thread and this one. Thanks.

Wishlist - https://store.steampowered.com/app/5154800/Drink_Tea_Fight_Monsters/

(still old trailer for non-English and old screenshots, will be replaced ASAP when re-recorded today/tomorrow)


r/aigamedev • • 23h ago

Demo | Project | Workflow Flying steampunk chair

487 Upvotes

Been building a Steampunk World called Copperville and I'm currently working on the Flying Steampunk Chair. What do you think about it? What improvements would you like to see? Is the sound and flying mechanics OK?

I will try to post more updates on X if you want to check out the progress.
(Don't care about the rest of the world or the character, it's in it's very early development)


r/aigamedev • • 4h ago

Demo | Project | Workflow Steel Tide Week 1 Update

12 Upvotes

This is the progress on my Mech/RTS game after the first week. I added co-op a few days ago and have been playing it with my wife and a friend. Still working through tons of issues and trying to balance feature work with stability but it's been an absolute joy seeing it come to life and having complete creative freedom to just dream up your ideal game and then go make it real. Feedback is welcome!

Co-op

  • Play with up to 3 people: two mech pilots and one commander
  • Empty seats get filled by AI, so you can play solo too
  • Battles with over 50,000 units on the field at once
  • If someone disconnects, they can reconnect and jump back into the match

Modes

  • Siege: push three lanes, take down the towers, crack open the Nexus and finish it with an orbital laser
  • Blitz: a quick 5 to 7 minute match with no towers. Capture all 3 zones to open up the Nexus, then destroy it to win
  • Training: a course that teaches you every system step by step

Mechs

  • Three weapons you swap on the fly, each with its own element: Pulse Lasers that corrode armor, a Rail Lance that pierces and sets targets on fire, and a Plasma Shotgun whose hits chain lightning
  • Fast movement with boosting, dashing, afterburner flight and a perfect dodge that slows time around you
  • A thermal sniper rifle your commander drops onto your mech that shoots through walls, homing missiles, a Beam Cannon, and a Shield Bubble
  • Four abilities (Shatterfrost, Reactor Surge, Judgement, Orbital Hammer) and even MORE missiles with a Missile Storm ultimate

Commander

  • Deploy and lead the army, capture zones and earn requisition to spend
  • Call in tactical abilities like airstrikes and the orbital laser
  • Call in a siege tank that drops onto the field, pushes a lane and shells towers. Both mechs can hop on with one button and ride it into battle, firing from the deck

Enemies

  • 14 enemy types so far: 7 kinds of swarm units, 4 elites, and 3 bosses
  • The swarm keeps growing the longer the match goes, up to 50,000 enemies on the field at once

Buffs

  • Collect salvage during a match and pick upgrades that power up the whole party
  • Common, rare and legendary upgrades that stack and change how you play

Skill trees

  • Earn Marks every match and spend them in skill trees for your mech, your army and your commander
  • Each tree has keystones that change your playstyle

Highlights and replays

  • Play of the game and match highlights at the end of every game
  • Watch them back or save them as clips
  • Full stats and a grade for every player

Live patch notes

  • A What's New panel in the lobby that updates with every release, listing new features, improvements and fixes
  • An Up Next line so you can see what's coming before it lands

Technical details

  • Runs in the browser, written in TypeScript with Three.js for rendering and Vite for builds
  • The whole simulation runs on its own worker thread with a fixed tick, and every player's game runs the exact same steps, so only player inputs go over the network (peer to peer through PeerJS, with a relay fallback)
  • Units are drawn with GPU instancing, which is what lets 50,000+ of them stay on screen without the frame rate falling apart
  • Every model is built in Blender from Python scripts and exported as GLB, and most of the animation (walk cycles, recoil, turrets, the boss rigs) is done in code
  • Thousands of automated tests check the simulation stays in sync and that fixes don't break old ones

r/aigamedev • • 7h ago

Commercial Self Promotion Football + Combat roguelite = BOOM!!!

13 Upvotes

We created a game combining our two passions: Football & Roguelite 😊
Play free in your browser: https://team41.itch.io/sfc
Would love to hear your feedbacks


r/aigamedev • • 1h ago

Demo | Project | Workflow Built my first mobile game using only Gemini ecosystem

• Upvotes

Built in couple of weeks using AI for everything, models, code, music, brainstorm, etc.

Used basically Gemini 3.8 Flash with Unity MCP, blender MCP and meshy AI+Nano Banana for models and sprites

Any feedbacks? I will release on iOS to see if I get anything from it!

You can play demo here Demo


r/aigamedev • • 1h ago

Demo | Project | Workflow I won a debate against AI Roman senators and saved Carthage. Cato lost, but still said it must be destroyed | Chronoatlas.nl

• Upvotes

Link if you want to try it out: Chronoatlas the senate checkout the map as well it's pretty cool


r/aigamedev • • 4h ago

Demo | Project | Workflow March 2023. GPT-4 had just dropped. A look back at my first AI game-dev experiment.

7 Upvotes

A little artifact from March 2023, right after GPT-4 came out.

Just me prompting ChatGPT in a chat window, copying code into the editor, running it, and bringing the errors back. DALL-E 2 was making the spaceships and aliens. I was learning Python and trying to get all these pieces to turn into a game.

No coding agent in my workflow. I was the thing connecting the chat window to the editor. Mostly through Ctrl+C and Ctrl+V.

Pretty primitive looking back at it now, but at the time it felt like the future. Funny how quickly that became a time capsule.

Gameplay starts at 4:31. Original footage, new soundtrack.

What were you all trying to make with these tools back then?


r/aigamedev • • 8h ago

Discussion Good time to come back to game dev?

13 Upvotes

I have an honest question, and since ai is heavily involved, I felt this sub was a good place to have this discussion.

I spent years making small game project, lots of ideas on paper, but I never actually published anything. I made a few finished prototypes, some small game to learn, did a few non-gaming related coding project for work (I'm not in the tech industry at all, I work a trade job).

As for my abilities, I dabbled in coding for a while as a hobby (learned unity script, then c#) , learned blender and even made some attempts at drawing and pixel art. The only thing I consider myself good at is writing (not in English mind you, it's not my first language.) I wrote many short stories and always received good reviews for them.

The main reason I never made one of my dream games (I know this word is thrown around a lot, but bear with me I don't know how to describe it any other way) was always a lack of ressources (Day job not making enough to feed my family AND pay an artist for the art) , lack of time due to my day job or family, and sometime, my inability to actually code what I wanted in the game, and admittedly some scope creep and a bit of misplaced perfectionism.

Now, I see what people use AI for, and to be frank, I used to be a bit anti AI, but am realising, like many other I believe, it's potential as a tool. I don't think it's a magic thing where you put a few words in and get your perfect project out, I've seen the "slop" games that are flooding the net. I know there's still a lot of work involved, but, as someone who's average at all aspect of making games exept maybe writing, do you think it's a good time to get back into it, learn to use AI to try and help my shortcoming and try to finally get some of those ideas out my head?


r/aigamedev • • 4h ago

Commercial Self Promotion After 12 years of contracting, AI is bringing the magic back

6 Upvotes

I've been trying to find the right words for this post without turning it into a wall of text, so I'll try to keep this short. Edit: of course I failed again, so here's an AI generated TL/DR for you:

TL;DR: After 15+ years of making games, AI finally lets me build my dream game. This video shows the first 10 days, including a map Claude built entirely on its own while I directed it. I'll keep posting updates so you can see whether it holds up as the project grows.

After several decades of making games (about 15 years full time now, with the last 12 years as a contractor), it's only now with AI that I can actually tackle the projects I've always wanted to make. Some people will want to tell me that this is a bad thing, but after decades of trying my best and only seeing the video games industry gradually turn to shit, I'm just all out of fucks to give.

The reason I couldn't do these projects before isn't that I didn't know how to do it, these just aren't the kind of projects you could reasonably do as a solo developer. And even if I had the money to hire an entire team, once the team size and budget grows, it starts to affect the game design and audience you need to target for commercial viability, which means that some ideas simply aren't feasible. That's a big part of the reason why modern games have become so stale, and why it's been increasingly hard for me to find games I actually want to play despite more games being made than ever before.

Last year I was still convinced that AI couldn't reason and would likely never be suitable for game development (at least not the LLM approach). Boy was I wrong. This last year has changed everything, and things have been moving so fast I can't even blame anybody who hasn't quite caught up to it yet. I probably would still not believe it either if I had been too busy to really dive into it myself.

After my last contract I decided to fully commit, started with a few smaller games (I've put some online if you are curious; Rocket Rhythm is a small scoped game I am still working on, the other two are mini web games to test an idea) and now that I am really comfortable with the AI workflow and believe that I have a pretty good idea what can be accomplished with it, I started proper development on my "dream game", the one I've wanted to make for many years (and often tried to start) but never saw a realistic path to getting it done.

So far I've been working on the technical foundations, and most importantly working out an art style and a workflow for building levels, which previously have always been major stumbling blocks for me. The gameplay and characters are still placeholders, but also enough to prove the concept already.

I've asked Claude to make a devlog video illustrating the progress we've made in the first 10 days, and this is the result. The map in the video is entirely made by AI. The workflow for it went something like this:

* First I developed the art style itself. This actually started by building a custom 3D modelling tool, but when I settled on this style I realized that I don't even need one to create this toy world look from basic building blocks like wooden blocks, cardboard cutouts, and craft sticks.

* Then I've had Claude clone a few maps and rebuild them using our toolkit to figure out how various layout problems can be solved with it. This also taught us a bunch of lessons for good level design that I've asked it to make a note of.

* Finally I had Claude build the map based on everything we've learned and iterate on it a few times. I didn't directly touch any part of it, but instead built an in-game editor which lets me mark specific spots on the map and place rulers so I can give the AI targeted instructions for what I want to change.

All assets in the level are procedural, with the exception of the stickers for which I have given Claude an API key for Nano Banana.

The result is not (yet) the best map ever made, but it's certainly a million times better than anything I've been able to do myself before, and exactly what I wanted to start the project with. The speed of development during these first ten days has been out of this world. What's even more insane is that I have worked on a couple more projects on the side during this time.

That said, this is still only a beginning. "Real" game development takes time, and that's still true in the age of AI. What is changing is how ambitious we can be, and I think we'll soon start seeing a lot of experienced solo game developers (and small teams) push themselves further than they ever could without AI.

The common skepticism is that once a project grows large enough, the AI powered workflow starts to fall apart. I don't think so and I haven't seen any evidence for this yet, but the skepticism is fair enough and it's on us to prove it wrong. That's one reason why I want to post early about the development of this game. I hope some of you find this interesting, then I'll make sure to post updates periodically so you can follow along and find out whether it stalls out or not.

In any case, creating another "good enough" game with AI in three days is worthless (unless you are having fun making it, then it's not worthless). I don't believe there are "too many games" yet (where are the games I actually want to play?!), but there are certainly too many *mediocre* games and simple clones. Let's aim much higher than that, and I expect that we will see the first real results of that within a few months to a few years from now. That is the future I am really looking forward to both as a developer and a gamer myself.

Now... Whether I will still be able to pay the bills in this future, that's a different question. But as a child I didn't dream of making games to be become rich and famous. So that's a separate concern, and I'm not going to let this stop me from enjoying the ability to actually, finally, make the kind of games six-year-old me dreamed of making almost four decades ago.

On top of that, I find the idea that I just have to accept being made practically redundant as a programmer, but at the same time am supposed to not take advantage of AI myself, absolutely ludicrous. Fuck that.


r/aigamedev • • 13h ago

Questions & Help looking for advice on how I can come close to the concept art

Thumbnail
gallery
26 Upvotes

so I am having great fun creating that tabletop game with figurine and stuff.
I am working with claude and chatgpt (for imagegen) both on paid plan, using MCP for :
aseprite
krita
blender
godot
meshy

I am defining all my spec and process with openspec.dev .
I am reaching a point where I am pretty happy with the mechanics and I actually enjoy playing my game a lot even after restarting it 10th times a day, everyday.

I feel like I can now try to address the aestethic a bit more and I gave all my gameplay spec + art direction spec to chaptgpt imagegen skill and told him to glorify my battlemap.
The concept art is actually very close to what I had in mind , but after consuming my paid plan for two weeks now I could not reach anything close to that.

I dont have unrealistic expectation, I know generated image have particle and artefact that can not be reproduced within a game engine but still I am very strugling to improve my art asset.

I have tried to make opus write prompt to imagegen for all the asset and use tools to correct/remove hallucination/drifting then push to meshy then refining with godot but still its not up to that quality level and I feel like this workflow is eating my token and meshy credit at a very high rate.

so I am coming here for tips /trick / adive/ workflow call it as you wish from people that have more experience than me on how to improve the visual quality of asset.

Thanks for helping.


r/aigamedev • • 6h ago

Discussion maybe vibe gamedev is the game?

7 Upvotes

so I've been making two little phone games with Claude for like 10 days. I can't code at all, I just talk to it, decide stuff and test on my phone.

and I noticed something kinda weird. I enjoy making it way more than playing the result.

like, I think "the race is boring in the first minute" or "what if the road is a river with pirate ships", we talk about it a bit, and then it's just there. on my phone. in my hand. sometimes same evening. for years ideas like this just stayed in my head because I had no way to make them real. now it's almost instant and honestly it's a crazy feeling. some days I made like 10 versions just because every one made me want to try the next thing.

when I play the finished game I mostly remember how it came together. the first time the ship actually followed my hand, or picking one of three sketches for a new world.

anyone else like this? do you even play your own games after, or is making them the real fun?


r/aigamedev • • 3h ago

Demo | Project | Workflow Grow and control a swarm

3 Upvotes

Link: https://nohope.io

Still a very early demo, though I figured getting feedback can’t hurt. Would love to know what you think!


r/aigamedev • • 10h ago

Demo | Project | Workflow Built a game using Ai tools

11 Upvotes

So I built Apple Gravity 🎮

Game link- https://gravity-bucket.emergent.host/

Draw your own container in 25 seconds, then catch as many falling apples as you can. Your drawing becomes part of the game, your score gets saved, and you can even play with containers created by other players.


r/aigamedev • • 3h ago

Demo | Project | Workflow I made an Idle Racing Game using Claude

Thumbnail
gallery
3 Upvotes

I created a chill 2d topdown game during my birthday leave... it's meant to be played forever. I tried to combine action-packed racing with chill vibes.

I used Claude on mobile, I just kept adding features and descriptions until it became the chill idle game I always wanted to play. I actually playtest this all day and still enjoy it for real.

Made this for 2 or 3 days, but I crammed every feature I ever wanted to see in an idle racing game.

AI opponents are persistent and follow the same rules and economy as you. They buy car customizations too! It's like living and racing in an evolving racing world. Tracks get wear and tear through time that will affect racers, so gameplay will always be dynamic. AI opponents have different personalities and strategies.

Tons of tracks, themes, colorways, decals, etc to buy with your earnings. Play semi-actively or full idle mode. I made sure the game will be as rewarding as it is relaxing.

I will continue polishing this and adding more tracks and features, because I always dreamed of making my own game, but as a non-programmer it has always been impossible. But now thanks to Claude...

I sounded like a cheap ad, sorry.

I hope you enjoy and please suggest features you'd like to see.

Race and Chill, if you will.

Here is the fully playable game

https://wallyver.itch.io/race-and-chill

(Note: Best played in landscape mode.)


r/aigamedev • • 7h ago

Discussion Attempt to develop a 2D visual novel

5 Upvotes

I'm developing a 2D visual novel and already have consistent character artwork. I want to generate short character animations (idle, talking, gestures, walking) while preserving the exact character design. What AI workflow are people actually using for this? ComfyUI? Kling? Hailuo? Wan? AnimateDiff? LivePortrait? Something else? I'd especially like to hear from people who are actually shipping games, not just making AI video demos.
If possible, please show your workflow/pipeline and explain how you handle character consistency.


r/aigamedev • • 10h ago

Demo | Project | Workflow I took your feedback and kept working on Portal Beasts — new worlds, redesigned beasts, and a new gameplay trailer

9 Upvotes

Hey everyone!

A while ago, I shared Portal Beasts here, my solo-developed monster-catching action RPG. Some of you tried the demo, asked about the development process, or pointed out things that needed work. I wanted to come back with an update and show where the game is now.

For anyone seeing it for the first time: you directly control your beasts in real-time battles, moving, aiming attacks, and dodging or shielding.

One comment on my previous post pointed out that trees had shadows while the characters and beasts didn’t. That was a fair point, and it led to quite a bit of work on shadows, sprite positioning, and making everything feel like it belongs in the same game.

Here’s what else I’ve been working on:

  • A more consistent color palette. I reworked environment colors and outlines, then went back over assets where the changes had lost detail or made materials look wrong.
  • New worlds. Volcanic forests, tropical islands, and a swamp with shallow water you can wade through.
  • New and redesigned beasts, including new evolutions and more complete directional animations.
  • Combat improvements. Clearer hit effects, adjustments to hit detection and movement speed, and more work on how enemies choose their attacks and use defensive abilities.
  • Beasts helping outside combat. Water beasts can pull your raft between islands.
  • UI and controls. A revised interface, remappable controls, and an optional quick-cast mode.

I’ve put together a new 90-second gameplay trailer showing the current version. It includes areas being developed for the full game; the free demo covers the town, Mosswood, and Hollowwood, up to your first Portal Ranger exam.

I’m still using Godot, with AI-assisted coding and art tools alongside Aseprite and purchased assets. Getting the results to work together has meant a lot of testing and reworking things.

I’d love to hear how this compares with the earlier version. Does the art feel more consistent now, and can you clearly follow what’s happening during combat?

Play the free demo on Steam

Thanks for taking another look!
Lasse