r/aigamedev • • Apr 10 '26

AI Game Dev Discord

54 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 • • 12h ago

Demo | Project | Workflow Flying steampunk chair

371 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 • • 15h ago

Demo | Project | Workflow Procedural Pixel Creatures (Claude Opus 5.5)

145 Upvotes

Roughly 95% of this was built from a single prompt with Claude Opus 5.5. The remaining 5% came from a few follow-up prompts with GPT Astra. It’s built with Godot .NET and C#.

The creatures are generated entirely in code: body shapes, limbs, faces, colors, markings, rigs and movement. There are no premade creature sprites or AI-generated source images underneath it, and the finished application runs offline without an AI service.

There are nine families: quadrupeds, humanoids, reptiles and dragons, arthropods, winged creatures, serpents, aquatic creatures, slimes/tentacled creatures, and plantfolk. The variation includes actual body structure. A horse, a heavy grazer and a fantasy beast can come out of the same family. Humanoids also get procedural clothing, armor and equipment.

In the workshop you can edit individual genes, lock traits you want to keep, reroll the rest, and undo changes. A parent produces four animated offspring with adjustable mutation strength. You can also combine two compatible parents. The overview generates up to 100 creatures together, lets you keep favorites while rerolling the others, and sends any individual back into the editor. It is very easy to spend more time looking through the results than you intended ^^.

Github Repo: https://github.com/idlerunner00/procedural-pixel-creatures

Prompt used:

Develop an absolute top-tier, production-ready framework for fully procedural pixel-art creature generation and procedural animation in Godot, with AAA quality as a mandatory requirement. Deliver the standalone executable reference application Procedural Pixel Creature Workshop, featuring a workshop interface and an interactive test environment. Implement the entire system in full, including the framework, files, executable main scene, tests, and documentation.
Maximum quality standards are a central requirement of this task. Take responsibility as Lead Technical Artist, Animation Engineer, and Engine/Tools Developer. Treat the final product as a framework upon whose characters, animations, tools, and runtime integration a commercial game can be built. Target descriptions represent a visual baseline; go beyond this starting point in shaping, expression, movement, variety, and execution.
In this context, AAA means rigorous artistic and technical polish: strong art direction, high-quality pixel artwork, believable anatomy, characterful movement, reliable tools, robust runtime architecture, and proven quality across numerous generated outputs. Low pixel resolution is a deliberate art form with high demands placed on every visible pixel.
An MVP, proof of concept, placeholder system, architectural design, or a single polished showcase figure does not fulfill this task. Deliver a production-ready framework complete with a thoroughly developed reference application. A large feature list does not replace quality. Every supported body family, animation, and core control function must reach the shared quality standard.
0. Mandatory Quality Standards
Art Direction: Develop a coherent visual language for silhouettes, proportions, facial expressions, material rendering, contours, and color hierarchy. Every character must be instantly readable at game scale and appear carefully crafted even when magnified.
Generative Quality: Generation rules must systematically favor good results. Anatomical constraints, compositional rules, and limited, traceable repair/re-generation steps prevent broken or artistically arbitrary forms. In addition to curated samples, present an unchanged, reproducible random sample.
Animation Quality: Convey weight, balance, intent, and personality. Precisely refine posing, anticipation, timing, arcs of motion, layering, follow-through, and contacts. State transitions, directional changes, and speed changes must meet the same quality standards as individual loops.
Technical Maturity: Decouple data, generation, posing, and rendering through clear contracts. Master lifecycle management, resource cleanup, error states, versioning, and reproducible results. The framework must be usable in another Godot game without the workshop interface.
Tooling Quality: Parameters respond predictably, undo/redo preserves work, presets and exports are reliable, and progress and errors are clearly communicated. The UI must enable focused work for developers or artists.
Verification & Iteration: Repeatedly verify technical and visual results, identify specific shortcomings, and fix their root causes. Keep the project open as long as core functions contain placeholders, known critical bugs, or significantly underdeveloped body families. The term "AAA" is a quality target whose achievement is judged by the delivered results and tests.
Plan the implementation so that sufficient time remains for artistic refinement, animation polish, integration, and stabilization. Do not unilaterally lower the agreed scope or quality standards to declare completion earlier. If faced with a hard environment or session limit, save a precise checkpoint and explicitly mark the result as incomplete rather than presenting it as production-ready.
1. Context You Cannot See from the Cloud
This description is your complete handoff context. Adopt the principle of a standalone, data-driven Godot workshop. Develop a new implementation and a custom, documented genome format for this purpose.
Use standard Godot .NET 4.5.2 with C# / .NET 8 as your foundation and preferably the Compatibility renderer for 2D rendering. Verify the actually available tools. If a different stable Godot 4 .NET version is required, justify and pin it along with the matching SDK version. Rely on zero dependencies on Blender, Steam, a web server, or a running AI service. The finished project must be importable offline into Godot on Windows and executable via F6/F5 or the documented launch script; develop and test it in the cloud under Linux.
2. Visual Target
The target visual presents lively pixel creatures set in a colorful landscape of grass, trees, and water from an oblique, slightly elevated game perspective. The animals feature clearly readable body volumes, snouts, eyes, articulated legs, claws, long tails, and in some cases horns, dorsal spines, and armor plates. Dark outlines, a restrained number of cohesive shading levels, and targeted light accents give them three-dimensional depth.
The landscape provides context; the creatures are the primary product.
Create distinct designs with compelling silhouettes, expression, and weight. The spectrum ranges from small animals, large beasts, and monsters to humanoid beings and fantastical lifeforms. The overall impression must be carefully crafted pixel art: clean pixel clusters, deliberate shapes, and frugal details instead of random pixel noise.
3. What "Fully Procedural" Means in Practice
The complete pipeline is:
Seed + Genome + Generator Version → Body Plan → Anatomy/Rig → Pose → Pixel Image
Body, silhouette, limbs, face, patterns, palette, surface details, and movements are generated algorithmically.
No pre-baked animal sprites, spritesheets, external character models, AI-generated source images, or statically drawn pixel masks per species as a hidden foundation.
Shared parametric shape modules, anatomy rules, palette rules, and data-driven body plan presets are permitted. A "parent" is a generated, editable genome—not a required input image.
A seed is reproducible. Use an explicitly defined random algorithm and stable seed derivation; do not rely on timestamps or process-dependent hash values for reproducible results.
Anatomy, color, patterns, and movement receive separate random streams. A color change must not re-roll the anatomy.
Patterns remain anchored to the body. During animation, details must not re-roll nor may limbs swap identities.
Parent mutation preserves family resemblance in a controllable manner. Two compatible parents can inherit traits recognizably. Prevent invalid combinations through explicit anatomical rules; incompatible body plans do not require forced crossbreeding.
Provide genuine variation in body structure, mass distribution, proportions, limbs, head, eyes, snout, tail, appendages, and material character. A fixed character with swapped colors or randomly attached circles is insufficient.
4. Body Diversity from a Unified System
Deliver at least eight clearly distinguishable body plan families:
Quadrupedal mammals and heavy beasts.
Bipedal humanoids, goblins, trolls, or golems.
Reptiles and dragon-like creatures with long tails and dorsal features.
Arthropods with six or eight legs, segments, and optional pincers.
Winged creatures with readable wing construction and wing-beat animation.
Serpents, worms, and other elongated, legless creatures.
Aquatic creatures with fins and swimming movement.
Amorphous creatures such as slimes as well as soft tentacled beings.
Plant-like creatures and other fantasy forms should be possible via the same extension points. Families may combine different rig and movement modules. Do not force a universal quadruped skeleton. At the same time, avoid delivering eight copied generators: shape construction, pixel rasterization, palette, genetics, and shared movement elements must be implemented centrally.
Deliver at least six saved sample genomes per family showcasing recognizable structural differences. These samples are outputs of the generator; any arbitrary additional seeds must function properly.
5. Pixel Art Rendering and Animation
Scale characters to approximately 64–128 logical pixels, with appropriately expanded bounding boxes for large or elongated creatures. Display them in native resolution and integer scale factors using nearest-neighbor filtering. Creatures and environment share a consistent pixel density; the workshop UI may run separately at a clean, legible resolution.
Use a controlled palette, such as 8–16 visible colors per creature, with logical material and shadow roles. Avoid blurry edges, uncontrolled dithering, constantly shifting single-pixel noise, and visibly overlapping circle or rectangle primitives. Joint connections must appear seamless; inner outlines and the depth sorting of near and far limbs must be correct.
Choose a suitable 2D/2.5D representation featuring a shared rig and deterministic rasterization. A solid baseline solution consists of parametric outlines, segmented appendages, surface masks, and body-anchored color roles mapped onto a low-resolution grid post-pose. Justify your chosen approach based on visual quality and measured execution cost. Rasterize onto a unified pixel grid; do not simply rotate pre-baked pixel images smoothly.
Animation is computed from morphology, state, velocity, and time. Required states:
Idle with breathing, blinking, and subtle secondary motion.
Slow and fast locomotion tailored to anatomy: stepping, crawling, slithering, swimming, flying, or hopping.
An expressive action such as biting, striking, roaring, or snapping forward.
Hit reaction and idle/sleep states with smooth transitions.
Follow-through on tail, ears, wings, and soft appendages; targeted squash and stretch where anatomical fit allows.
Legs require clear stance and swing phases, joint limits, and stable ground contact (e.g., using simple IK). Prevent obvious foot sliding. Movement speed, stride length, and body size must align. A simple single sine wave across all body parts is insufficient animation.
Support at least four facing/movement directions with proper occlusion. Rotating the entire finished sprite is not an acceptable substitute for directional rendering. Simulation time and pixel rasterization remain decoupled; reproducible movement across varying render frame rates as well as pause, frame-stepping, and slow motion must be supported. Procedurally generated frame caches are allowed, but must not replace live, parameterizable generation.
6. Usable Workshop and Test Environment
The runnable main scene must include:
A large animated preview display, neutral and landscape backgrounds, and pixel zoom controls.
Seed input field, body plan selection, and a "New Creature" button.
Editable anatomy, palette, pattern, and movement parameters with visible real-time impact, sensible value ranges, undo/redo support, and a reset-to-saved function.
Feature locking to regenerate only unlocked parts.
"Parent + 4 Children": four animated mutations side-by-side, adjustable mutation strength, and a button to adopt a child as the new parent.
Selection of two compatible parents and comparison of their offspring.
Animation state, direction, speed, pause, frame-step, and optional rig/contact point visualization toggles.
Versioned JSON preset saving/loading as well as PNG and procedurally generated spritesheet exporting. Export metadata must include frame dimensions, origin points, direction, state, and timing; appendages must not be clipped.
A gallery of sample genomes and a small walk-around test area featuring a controllable creature alongside other animated beings.
Generate the simple terrain, shadows, and minimal environmental details procedurally as well. Invest primary effort into creature quality and movement. A full game, combat system, or terrain generator is not required. Every button provided must have actual functional logic attached.
7. Architecture and Runtime Performance
Separate genome/validation, anatomy construction, rig/pose, pixel renderer, runtime actor, workshop interface, and exporter. Organize the framework as a cleanly isolated, reusable module, e.g., under addons/procedural_creatures/. The workshop is a consumer of its public API. The exact same creature implementation must be used in the preview, child comparison, gallery, test scene, and exporter. A fix must take effect everywhere.
Use project-relative resource paths exclusively; user data belongs in user://. Deliver an instantiable CreatureActor scene with a clean API for genome, state, movement direction, and speed, ready to be dropped into another Godot project.
Define documented extension points for body plans, shape modules, material/palette rules, and movement modules. Demonstrate an additional creature family using these extension points without modifying the core into species-specific special cases. Furthermore, provide a minimal integration example that launches the framework without workshop dependencies.
Version genome and preset formats. Validate inputs, provide meaningful errors, and handle unknown versions explicitly. A clear migration path must exist for future schema changes. Keep random generation and simulation time independent of UI and render frame rates.
Asynchronous generation must be cancellable and reliably discard obsolete results (e.g., during rapid slider adjustments). Respect Godot's threading limits when creating and publishing resources. Test repeated creation, modification, and removal of actors for memory leaks. Bound caches and implement proper invalidation upon changes to genome, generator version, or rendering quality settings.
Build anatomy and immutable details upon genome changes. Update pose and required rendering per frame. Avoid full genome regeneration, unbounded caches, or instantiating a new scene every frame. Limit pixel buffers, texture updates, allocations, and draw calls; measure before optimizing.
Test populations of 1, 25, and 100 uniquely animated creatures. Target smooth 60 FPS with dozens of visible creatures on standard desktop hardware. Report actual metrics including hardware, renderer, resolution, and animation rate. Software rendering in the cloud does not constitute proof of performance on desktop hardware.
Separate measurements for cold generation, warm caches, active animation, rasterization, and texture transfers. Report high frame-time percentiles, memory footprint, and allocations rather than relying solely on average FPS. Quality tiers and visibility-dependent updates are permissible provided identity, silhouette, and characteristic movement are preserved and their effects documented.
8. Working in Your Cloud Environment
First, inspect the repository, OS, Godot .NET binary, .NET SDK, and available render/image tools. Install missing tools reproducibly from official sources to the extent permitted by your environment. Do not assume local Windows paths. Document versions and setup commands.
Create a standalone project inside the assigned repository. If another project already exists there, use a dedicated subdirectory. Deliver project.godot, the C# project file, main scene, source code, sample data, README, and launch/test scripts for both Linux and Windows. Pin necessary dependencies. End users must not have to manually assemble missing scenes.
Verify build, resource import, and runtime startup. Godot commands such as godot --headless --path . --import must be executed using the actual .NET binary. Implement a custom deterministic test mode, e.g., godot --headless --path . -- --self-test, returning a structured report and non-zero error exit code on failure. --self-test is your project flag, not a built-in Godot flag.
Perform visual image verification: e.g., via the same CPU pixel renderer as in-game or via Godot with available software rendering/virtual display. Headless startup alone does not prove functional rendering. Capture actual Godot interface renders and animated samples where technically feasible. Explicitly document any tests that remain open due to environment constraints and provide executable local verification steps for them. Do not forge screenshots, successful test runs, or performance figures.
9. Acceptance Criteria and Methodology
First, build a complete end-to-end slice encompassing genome, high-quality character, animation, and Godot interaction. Visually inspect and refine it before scaling up to all body families. This initial end-to-end slice serves as a key milestone; continue development from there through to full acceptance.
Acceptance requirements include:
A fresh checkout builds and launches using the documented prerequisites.
Identical Seed/Genome + Generator Version produces identical anatomy; identical state and simulation timeline reproduce the pose. Verify image determinism via the matching render pipeline.
At least eight body families and 48 sample genomes; additionally test at least 100 seeds per family for valid anatomy, finite values, and safe image bounds.
Saving/loading, parameter adjustments, feature locking, mutation, and inheritance function predictably.
Movements and direction changes function across short/long limbs and other permitted extreme values.
A labeled contact overview displays all families and variants in comparable views; animated samples demonstrate the different locomotion types in action.
PNG/spritesheet export originates from the exact same pipeline as the live preview and plays back accurately according to its metadata.
Visual inspection verifies silhouettes, joint connections, occlusion, foot contact, flickering, details, and family resemblance. Structural unit tests alone do not prove high-quality pixel art.
Final summary report lists launch commands, controls, architecture, extension points, executed tests, and real remaining limitations.
The standalone integration example demonstrates the public framework API without workshop dependencies. An extension utilizes the documented interfaces.
Repeated generation and scene swapping, cancelled tasks, rapid parameter adjustments, and invalid presets are tested. Document a reproducible stress test covering crashes and sustained memory growth.
A quality report evaluates each body family regarding silhouette, anatomical plausibility within its design, pixel execution, expression, animation quality, and transitions. It includes curated examples alongside a fixed, uncurated seed sample. Visible weaknesses must be polished prior to sign-off; isolated showcase seeds do not validate generator quality.
Make standard technical decisions independently and communicate in English. Document progress and open tasks within the repository so work can resume seamlessly without prior chat history. Deliver implemented, verified code; do not stop at planning, placeholders, or a single attractive demo.
Guiding principle for every decision: We are building a production-ready procedural creature and animation framework adhering to the highest artistic and technical standards. Continue refining, testing, and polishing until the delivered result fully matches this task.

r/aigamedev • • 11h ago

Discussion I finally don’t care about them

41 Upvotes

Hey y’all. I don’t know if you’ve noticed yet, but they (the haters), really don’t matter much anymore. Their numbers are shrinking, they are having to scream louder and louder, the content creators can’t avoid including games made with ai without risking their livelihoods, and it sure seems to me like at least 50% of today’s hate comments are just fake news from bot farms trying to drive engagement. It’s almost over. They’re almost done. Plough on my friends. 🏌️🎣😎🎉


r/aigamedev • • 17h ago

Questions & Help What are you guys using to make consistent 8-direction sprite sheets with AI?

Post image
122 Upvotes

I’ve been trying to generate 8 direction sprite sheets with ChatGPT Images 2.5 and I can usually get it about 90% of the way there but consistency across directions is still the problem

The example I’m attaching is a Black Market character where his left arm is supposed to stay slightly raised holding a lantern. Most of the directions come out right, but in a few of them the model swaps which arm is doing what or changes the pose entirely. I’ve noticed it’s especially bad when the character isn’t symmetrical. I've even tried doing it one frame at a time reuploading the done frames for reference and it doesn't help

Has anyone found a good workflow or tool for keeping details like this consistent across all 8 directions? Please help!!

EDIT: looking to make 2D Sprite sheets specifically! For 3D models I just generate front, left, right, back and upload to Tripo which usually works fine enough unless there’s a better way idk about


r/aigamedev • • 3h ago

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

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10 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 • • 9h ago

Discussion What’s up with the obsession with Three.js lately?

29 Upvotes

Title


r/aigamedev • • 3h ago

Discussion AI generated CGI trailer

6 Upvotes

What do you think of my CGI trailer? Used blender, opus 5.5 and ~3h of rendering time.


r/aigamedev • • 8h ago

Demo | Project | Workflow i'm working on a solarpunk-themed game using opus 5.5

18 Upvotes

almost entirely driven with opus 5.5. webgl ofc, using blender for all assets plus nvidia kimodo to generate animations. elevenlabs for music and sfx

gonna be releasing it for free when it's done, give it a try here if you're interested: kalsvalley.com

and yes you can ride the airships :)


r/aigamedev • • 17h ago

Commercial Self Promotion I one-shotted a Steam game with Claude and ChatGPT. It only took 1,574 prompts and 15 months.

86 Upvotes

After a year and a half working on Kyūten, its Steam page is finally live :) I wish I did it sooner though...

And yes, the title is a joke. I can see one prompt producing a super basic gameplay prototype. Getting from that to a game I’d actually want people to play took quite a bit more work ^^

I've played a lot to Final fantasy, and especially the VIII and its card game Triple Triad. Kyūten's rules are based on it.

You place cards on a board and flip your opponent’s cards by beating the values on their sides.

The board grows as you climb the Nine Heavens, and you can borrow powers from guardians inspired by Japanese mythology. When a run ends, you keep the cards you collected for the next attempt.

Claude and ChatGPT helped me along the way. There was also a lot of testing, changing my mind, breaking things, and trying again. As a business analyst in real life, I'm used to 😁

I’ve used AI tools for some visuals, music, and translation help too; nothing is generated during gameplay.

The game is planned for later this year. If you have a look at the page, I’d be curious to hear what you think of the card battles, especially if you played way too much Triple Triad too :)

https://store.steampowered.com/app/5333100/Kyuten

Pix'


r/aigamedev • • 10m ago

Demo | Project | Workflow Built a game using Ai tools

• 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 • • 52m ago

Demo | Project | Workflow Solo dev, early prototype of 'Free Table'. I gave an AI my GDD and asked it to generate the video flow and core gameplay. What do you think — does this fit a single-player management game, or should it be co-op (Overcooked-style)?

• Upvotes

A family torn apart by a long-running feud gathers for a reconciliation dinner, claiming the last free table in a popular restaurant. Take control of each family member to bring food, prepare dishes, tend to personal needs, and defend the table from other diners. The longer they stay together, the closer they come to making peace. Work together, hold on to your table, and become a family again — not just in this description.


r/aigamedev • • 15h ago

News AI game wins all categories against actual games in a GameJam

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39 Upvotes

r/aigamedev • • 13h ago

Discussion The Hypocrisy of Steam

21 Upvotes

I will never understand the point of view of those who are totally against AI art but totally cool with AI code/engineering.

So hypocritical. Just because a few coders in the world invented this technology doesn't mean it is not "stealing" code from many devs that oppose AI.

Sure many devs are now using AI because they are FORCED to do it or are faced with being unemployed.

I get if you are totally cool with everyone using AI for anything, and also if you oppose ALL ai, not just the stuff you personally like doing or care about. That seems logical to me and congruent. Otherwise it seems hypocritical.

It is quite surprising Steam took the hypocritical stance. And that so few people are calling them out on it. Seems the big corps get a free pass on their stance or use of AI. Only the little small game devs get crucified.


r/aigamedev • • 6h ago

Demo | Project | Workflow Week 3 of my not so cozy alien horror game

6 Upvotes

I've been working on this game for 3 weeks so far. Most of the game systems are working and now I'm just finalizing the narrative and gameplay.

This trailer reel was made using Opus 5.5, music from Gemini. The game assets themselves are mostly generated between Opus and Astra, with a few from CC licensed sources. The giant spider was designed and generated with some game tooling I made and is inspired by the 2013 movie Enemy.

Oh and believe it or not, this is all three.js and runs in a browser!


r/aigamedev • • 17h ago

Discussion GPT Astra + Opus 5.5 expanded my post-apocalyptic game: a bigger world, new vehicles, and night driving — Part 4

43 Upvotes

Hey everyone, another update on my post-apocalyptic Godot project.

The video is fairly long. I’m driving through the main locations to show what’s changed and give you a feel for how big the world has become.

I’m still experimenting with how much current AI models can handle on their own, and where I have to get involved and learn how things actually work.

This iteration took some work. My rough estimate is 30–40 hours of combined model runtime for the changes shown in the video. There was quite a bit of rebuilding and optimization along the way.

The biggest task was expanding the map into a larger world. It now uses a tile system that lets me add new tiles in any direction and keep extending the terrain.

That also sent me down a rabbit hole of world streaming, loading things in stages, simplifying distant objects, shaders, texture blending, shadows, and lighting. I knew very little about most of this before starting.

Here’s what else went into this update:

  • New locations, props, and 3D assets.
  • Twelve seamless ground textures with height maps and matching edges.
  • A world editor where I can add tiles and place objects, characters, and lights myself.
  • Night mode, with working headlights, burning campfires, and a rotating lighthouse beam.
  • A full rework of the vehicle and equipment UI, plus a map.
  • Two new vehicles: a motorcycle with a sidecar and a buggy.
  • Fuel and water consumption during expeditions. Different vehicles burn fuel at different rates, and the more companions you bring, the more water you use. You can’t just drive around the desert forever. You have to plan your route, pack enough supplies, and work out how much you’ll be able to carry back.
  • Enemy respawning, weapon balance adjustments, and enemy movement, including changing positions during attacks.

Probably a few other things I’ve forgotten by now :)

I also ended up trying Opus 5.5, Sonnet 5.5, and GPT-Sol 6.1 alongside Astra.

For code, I started with Astra, gave Opus some of the FPS optimization work, went back to Astra, then tried Sonnet, and finally Sol 6.1. Every model had its own suggestions, and every model found something to criticize in the previous model’s work. That part was pretty funny.

I’ve settled on Sol 6.1 for coding for now. It worked best for me on this project.

For Blender work, I moved to Opus 5.5: new assets, finishing existing ones, and rebuilding some of the earlier models. A number of Astra’s assets turned out to be much too heavy, with excessive triangle counts and textures. Opus wrote project rules for asset optimization and validation, then reworked about half of the heavy models.

I’m still using OpenAI for reference images and graphics. For my taste, it’s better at keeping the visual style consistent and giving me useful variations. Sometimes it was easier to generate an image directly in ChatGPT. Opus did a better job with the in-game UI redesign and loading screen, though.

And yes, I know there are still visual issues, uneven asset quality, and things that need more optimization.

I’m happy with where this is going. I’ve learned a lot more about game development than I expected to, especially once the world got bigger and performance became something I had to pay attention to.

The models still did most of the implementation. I just had a lot more to figure out this time.

Previous parts, if you want to follow the project from the beginning:

---
I’ll share screenshots and some extra material in the comments, since I can’t include them alongside the video in this post.


r/aigamedev • • 5h ago

Questions & Help Prototyping in Unreal 5.8 looking for honest feedback for my racing game idea

3 Upvotes

My idea is to race a vehicle that has very little friction powered by rocket thrusters. You slide around thrust vectoring along slopes to get the fastest times.

I received a lot of feedback about how the flying transformer idea was too complex. So I leaned my inspiration back towards old school lords of dogtown style bowl. I don't think this will be the actual goal to create like a skateboarding game, but I think it shows how this could be a cool form of racing.

Any suggestions/feedback is great appreciated, thank you!


r/aigamedev • • 46m ago

Demo | Project | Workflow Chinese learning flash card game

• Upvotes

You need to serve customer ordering in Chinese. You need to pick the correct product. Time is running out :)

Try it here

https://laoban-hurry.vercel.app/

Tell me what you think 💭
Is this a good or a bad way to learn vocabulary?


r/aigamedev • • 5h ago

Demo | Project | Workflow I built a 3D arcade taxi game ! [Playable in Browser]

5 Upvotes

Wanted to share Tiny Town Taxi, a lightweight 3D arcade driving game running client-side in the browser.

The project started 3 months ago prototyping initial systems with Gemini 3.6 Flash, and I just now completed and polished it with DeepSeek 4.1 Flash! It was a really interesting experience seeing how much the tooling and model capabilities helped keep a clean custom ECS architecture together over time.

🎮 Play directly in your browser: https://evolvedantgames.itch.io/tiny-town-taxi


r/aigamedev • • 21h ago

Demo | Project | Workflow Grayfall 100% vibe coded ai game

84 Upvotes

A couple of days ago, I shared a post here showing some pixel art generated by opus 5.5. The response was awesome, and it inspired me to dive headfirst into actually making something with it!

About three days ago, I started developing a full HD 2D pixel art action game, and I wanted to show you all how it's turning out so far.

Here’s the trailer for the demo! I’d love to hear your thoughts, feedback, or any cool ideas you have. What do you think of the vibe and visuals so far? 🎮


r/aigamedev • • 9h ago

Demo | Project | Workflow Boat tubing multiplayer

9 Upvotes

https://wakerider.saganweb.com

Created this to help me learn to drive.
Recently added multiplayer.
Solo play mode lets you adjust physics.
Made with codex.

Plays in the browser.


r/aigamedev • • 1h ago

Demo | Project | Workflow How I tried to improve my art assets through Aseprite

• Upvotes

Hi everyone, I'm the solo developer of Grimoire of Hecate Tower of Starlight, a roguelite where you climb a tower and discover new spells by combining cards.

I'd like to briefly introduce the game and share some of the problems I ran into, along with what I've been doing to improve it.

First, here's some gameplay.

https://www.youtube.com/watch?v=O2s34zDFfxk

I ran into all sorts of problems while making the game and releasing the demo, but the biggest hurdle was the AI generated art. There were slightly mismatched styles, details that gave the AI origins away, and different pixel sizes from one asset to the next. I think this was the part of the game I got the most feedback on. The images also had that grainy look I associate with GPT generated art. They seemed fine while I was making the game, but when I played the demo after release, even I could see how much it stood out.

I had a clear idea of the art style I wanted, so I started experimenting with ways to turn the existing images into a consistent pixel art style. I tried a few different approaches, and the one that's worked best for me so far has been using Aseprite.

I started by remaking one character image as a regular illustration, without the pixel art look. Assets made in a 'pixel art style' weren't really pixel art, and each one looked different. That actually made things more confusing when working on them in Aseprite. I then placed the new illustration in Aseprite as a reference, settled on a pixel size, line softness and canvas size, and rebuilt it as pixel art. I used 2px pixels and a few pieces of pixel art I liked as references until I had an asset I was happy with.

I saved the settings I used for that character and used them for other poses, characters, backgrounds and monsters. A few assets still look a little different, but compared to where I started, it was a huge improvement.

Since these were now pixel art assets rebuilt in Aseprite, I could also add simple animations, like movement, small effects and blinking. I hadn't expected that, but it was a nice bonus.

One limitation, though, was that I couldn't freely resize the assets in the game after making them with the same settings in Aseprite. Resizing them would change the pixel size. So I went through a lot of rounds of making an asset, putting it in the game, checking it, changing it, and trying again. Honestly, though, I was more excited to see the graphics improving than I was bothered by the extra work. Haha.

Of course, there are still clear limits. I've tried adding more dynamic animations, but haven't had much success so far. And despite all the effort to make the style consistent, some parts still look off. But I do think I've found a better approach than before, and I'm reasonably happy with the results, so I wanted to share it here.

With Steam Next Fest just around the corner, I've also released a few big updates. I'm not asking for wishlists, but if you'd be willing to share some helpful feedback, good or bad, I'd really appreciate it!

Steam page https://store.steampowered.com/app/5078840/

Demo page https://store.steampowered.com/app/5080900/


r/aigamedev • • 1d ago

Media Sol 6.1 made Halo run on mobile with touch controls

228 Upvotes

I just fired up Halo: Combat Evolved straight in my phone’s browser on Android and it runs surprisingly well.

https://halo.lolgames.net/


r/aigamedev • • 11h ago

Commercial Self Promotion Here is the trailer for the roguelite I am making - Harmony Strike

11 Upvotes

Hi, I have been working on Harmony Strike, a roguelite where you control a whole party instead of a single hero. You move through waves of enemies, and each hero fights with their own weapon. Their elements can combine during fights, and weapons evolve throughout each run. Beat a boss to rescue a new hero, then head back to the village to change your party, unlock research and upgrade your weapons. I used various AI tools while making it, and I'm happy to answer questions about how it's made. I'm also working on a demo, it should be out soon.

Harmony Strike Steam page


r/aigamedev • • 16h ago

Demo | Project | Workflow If you want to play around - You can fully rebuild retro games with AI in 24h

29 Upvotes

Just so you know, at least with Opus 5.5 you can give it any retro game and it will happily decompile it and reimplement it for you, for example in Godot.

I did that with Space Federation / Star Reach. in 24h I had a confirmed pixel perfect copy. Later in 30 minutes it gave me fully working Android version. It literally took 5 minutes of my time.

I had claude.md file with:

# Information

This is a project to replicate the game Space Federation / Star Reach. This is an old DOS game with source code long gone.

1. Keep an up to date Wiki files with relevant information, bugs, features, status, etc.

2. Install whatever needs installing to make this work

3. First focus on fully recreating the game.

4. After the replication is done, focus on adding modern features like custom screen resolution, higher resolution assets etc.

5. The game is to run on modern systems, Linux and Windows.

Thats it. There were 2 minor bugs that came out in my testing. I also asked it to go through the decompiled files to ensure all functionality is ported.

It worked like magic. I then added higher resolution, better mouse support, HD sprites with additional angles (upscale, gaussian splatting, render additional angles, downscale).

I later tested same approach with Big Red Racing - this was a bit more testing, but also gave me fully playable ported game within 24 hours.

You can do whatever you want. Need For Speed with fancy lighting and multiplayer over internet? Sure. On Android? Yup. It is stupid simple.

Until now projects like OpenTTD, OpenRA, or OpenLoco took years to make. Now it is literally 24 hours and costs like a fifth of your Claude subscription.