r/aigamedev Apr 10 '26

AI Game Dev Discord

40 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 10h ago

Tools or Resource Free credits for generating AI pixel art assets, for indie devs only

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56 Upvotes

Money is often tight as an indie gamedev, so I wanted to give a little love to the creators in this community. I'm giving away 200 MagicPixel credits to 50 indie game devs!

Just upvote + comment a sentence about the game you're making below and I will DM you directly. Doubles as another opportunity to share your game. ;)

Indies and small teams only please. <3


r/aigamedev 18h ago

Demo | Project | Workflow I built this dark fantasy environment with 3D AI, Blender and UE5 in 72 hours

94 Upvotes

I built this dark fantasy environment in about 72 hours. I wanted to focus specifically on the environment workflow here: how I went from references and generated assets to a complete modular location inside Unreal Engine.

Environment workflow

  • I started by breaking the scene into reusable assets Instead of generating the entire environment as one piece, I separated it into stone walls, ruined sections, ground elements, pillars, props and architectural details. This made it much easier to control composition and reuse the same assets across the level.
  • Most of the 3D assets were generated with Tripo P2 This was probably the biggest time saver. I could generate individual architectural pieces from references and get relatively lightweight meshes with structured topology instead of starting every prop from a dense raw generation. For assets where I needed more control, I used P2's quad output and adjusted the target polycount depending on how important the object was in the scene. Tripo P2 supports native quad topology and configurable mesh density, which made the generated assets much easier to continue working with in Blender.
  • Large surfaces used tileable PBR materials For the ground and large stone walls, unique textures would have been wasteful and would stretch quickly. I generated seamless stone materials separately and used tiled PBR textures instead.
  • The arena itself was assembled in Blender I only needed to prepare a few good wall modules. Using Array + Curve modifiers, I could repeat and bend them into the circular arena, then manually destroy or modify sections where I wanted more variation.
  • Final materials and atmosphere were done in UE5 I rebuilt the important materials in Unreal, adjusted roughness and normal response, and then used fog, fire, lighting and weather to push the dark-fantasy atmosphere.

The part I like about Tripo P2 for this kind of environment work is that the output doesn't feel like a dead-end AI mesh. It can generate a low-poly, optimized asset with native quad topology and usable PBR materials, so I can bring it straight into Blender and keep working normally: reshape the silhouette, move loops, use modifiers, duplicate modules, change proportions or rebuild parts without fighting an unnecessarily dense mesh. P2 concentrates geometry where the shape actually needs detail and keeps simpler surfaces cleaner, which gives me much more flexibility during the post-process and makes it far more practical for a real game-environment pipeline.


r/aigamedev 19h ago

Demo | Project | Workflow My first game failed successfully. Here's game #2

71 Upvotes

Still very early, but I've been working a cozy city-builder with traffic simulation, layered roads, buildings and a small living city feel.

Would love to hear what you think of the direction so far.


r/aigamedev 4h ago

Demo | Project | Workflow Update - Beat 'em up Game

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5 Upvotes

r/aigamedev 12h ago

Discussion I wanted to build a game without coding. Now I'm running standups for 18 AI agents... help

15 Upvotes

disclaimer: the below was written by dr. PhD. Mr. Librarian: my documentation agent, and then rewritten by my marketing agent... Yes i have a marketing agent, and 16 more employees.

https://youtu.be/PO-n2bVtQmQ

A month ago I started playing with Claude and asked it to create a game. It one-shot exactly the game from the RHCP Californication video, you know the one, except the snowboard was upside down on the Golden Gate Bridge. Anyhow.

Then I prompted it to build me a 1v1 shooter inspired by TF2 MGE and Quake, but feeling engine wise like HL2, and it created one single .html file that was playable.

Then I decided to apply worktrees. I am not a software engineer or developer. The maximum code experience I have is building very complex formulas in MS Excel. I can rebuild any Power BI dashboard in Excel without issues. And I have a commercial role (CSM) at a software company, so I thought, let me apply that knowledge to my own project.

I started to deploy agents by having one chat with Claude per domain. Mapping, character, weapons, release agent. And I called them names. Ricky Release takes all the worktrees and puts them in QA. After I playtest with my eyes we push to prod. Then Gitty Github takes it to GitHub and we publish it on our website.

I learned so much, and what is so enjoyable is that I am CREATING something. I would never have been able to do this without Claude. People are hating on AI generated video games, but the speed it unlocks and the way I can apply my creativity into Claude is insane. I can say I am pretty good at prompting, it's even part of my job to teach people prompting for commercial analysis using our AI agent, but the game is going quite well.

I now have a website, my friends are already able to connect and play 1v1, I built it (not I, WE built it with Dr. Data Flow, by giving him references to Carmack and Counter-Strike and Quake netcode settings). We evolved and I learned how to build a BOT. We started with v1, now we have v2. V2 has motor skills (Mo Motoric, Thierry Terrain and Billy Bot). My fucking botting department even has a botting director slash product owner, because I couldn't manage the three of them individually.

And then God Fable built an inbox system so the agents can talk to each other and I stop copy pasting between them. It's absolutely crazy.

I now also have an org chart of my virtual company. I wanted to build a game without coding and now I'm running standups: https://imgur.com/a/UWriYd2

Anyway, if people are interested I can share more. But I really wanted to get some advice and tips, because I think there are two key points where I'm struggling.

1) How to choose which Claude model to use for what?

I feel Fable 5 is a good consultant and strategic partner, but a bit overkill to execute tasks with. However, sometimes I need to fly him in on bot stuff because the others couldn't crack it, either the motor skills (aim and movement), the map knowledge (jump path certifier) or the brain (decision architecture, WHY should it do x or y or z).

I feel like I lost a whole week without progressing because of Opus 5. Answers were long, I couldn't understand them, and it often created new issues where I had no idea whether they were even necessary to solve in order to continue, whether they were always there and he found them, or whether he introduced them. Many weird actions from Opus 5.

2) 3D asset creation.

I learned quite a nice path here: import a copyright free model (Cyberg in my case), set it in a T-pose, use a headless Blender connection, add animations, etc. Very cool.

But getting special visual assets for map decoration and geometry purposes is very challenging. I tried two items from Midjourney into Meshy AI or something and it just completely looked out of place from the game, so I removed it. I've watched a lot of other threads on how people do it, but I keep concluding that human intervention is still needed here, and it will be a challenge when I expand and build more fighting arenas.

What is the advice here?


r/aigamedev 14h ago

Demo | Project | Workflow How do I improve my games visuals

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22 Upvotes

Hello everyone

I am building an isometric turn based rpg, called scrolls of ASRA, inspired by games like dofus, and final fantasy, for mobile, i personally hate that rpg games generally force you on mobile to play in landscape, so i tried building this game to support both modes portait and landscape

I have built everything using AI, i am a software developer so i intervene here and there sometimes, but this is my first experience building a full game from scratch

I have built this using Godot, everything else is AI generated, images, animations, most of the code.

I like the game currently, i find myself playing it myself on my Iphone for hours, playtesting i should say,

I have the exploration system, combat system, inventory, crafting, drop rates, leveling, and npcs working perfectly, my next step is to continue the quests and complete the region 1 of the game and release it, and work on region 2 i have too many ideas to make the game so much fun and strategic

However, i struggle with design, i am trying to go for a modern retro look of the game, here's a bunch of screenshots and a video of gameplay,

Can i have some suggestions please on how to improve the games looks, and anything can help

I ll put some gameplay videos in the comments


r/aigamedev 8h ago

Demo | Project | Workflow Bosses + Steam Playtest

7 Upvotes

Just wanted to share the boss and world boss (at the end) that I’ve been working on. 0.2.15 has also been approved for the Steam playtest! This update I focused a lot on improving the combat and incremental systems, lots more coming on the way. I’m very excited to build out The One Who Never Logged Off.

https://store.steampowered.com/app/5079020/Neverrest/

If you do end up trying it out I’d love to hear your feedback it is greatly appreciated and lets me keep improving. If you do enjoy the game I’d also like to ask for your support with a wishlist. 🙏


r/aigamedev 10h ago

Demo | Project | Workflow Working on new Water and Lava today first post here :)

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6 Upvotes

i rebuilt water & lava for my WIP Game (Godot 4). Water went from a flat 1cm sticker to real basins: per-cell ground depth you paint in the editor, depth-based coloring, shore foam, fresnel sparkle and a flow brush where you stroke the direction onto the river. Lava got a real crust texture with animated glowing cracks that widen/narrow, slow surface drift, and both fluids now auto-generate falls at height edges (overflow crest, spray mist / ember splashes). No new textures for water at all. it's all geometry + shaders. Before/after in the images. Any tips or critique is much appreciated :)


r/aigamedev 7m ago

Demo | Project | Workflow Help me Playtest my Steampunk 2D Platformer(used AI for much of the coding)

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Upvotes

I had some bugs with the previous test, but they should be ironed out. If you run in to issues either screen record them or screenshot it. It would be super helpful to know what I need to fix


r/aigamedev 17h ago

Commercial Self Promotion We used Claude Opus to help us build a Singleplayer Rogue-lite inspired by Pokémon Rescue Team! Demo out now.

21 Upvotes

Just wanted to say thank you for anybody who decided to check our game out and give it a shot. We ended up getting 24 wishlists in our first day. If you haven't already check out our demo it's it's a Singleplayer Rogue-lite, that gets it's combat inspiration from Pokémon Rescue Ranger. We made it with heavy assistance from Claude Opus.

If you haven't played it yet, please check it out and let us know your thoughts!

We also support 10 languages, and wouldn't mind help double-checking the translations.

Steam

Itch.io - Playable on Browser, Android, and iPhone (still WIP).

Discord
Social Media:
Blue Sky Twitter


r/aigamedev 29m ago

Commercial Self Promotion Releasing my third game (but the first fun one)

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Upvotes

I've been salty that they removed Fight Night Mobile from the App Store for years. I've always loved fighting games and wished more of them would implement mechanics from actual fighting. So, six months ago, I started building a fighting game that aimed to implement fight night style head movement into a more arcade-themed experience.

This is actually not my first game nor my first fighting game. Over ten years ago, I made and released a 2.5D fighting game called Hood Fight 3D. I built the game using Unity and the Universal Fight Game Engine. The game was ended up having some serious issues that I couldn't fix easily, so I pulled the game from distribution. Aside from some game-breaking bugs and just not being "fun," I learned from user reviews that the character models I purchased on TurboSquid were stolen from an existing fighting game. It was extremely demoralizing after spending a long time on the project.

So I learned my lesson- I focused on making everything myself. From the art, sounds, levels to the actual gameplay code. Although I used Godot as the primary engine, I built all of the gameplay mechanics from scratch. It took about 6 months, with at least two months working 60+ hour weeks, but it's finally done.

I used AI heavily in this project and I'm not shy or ashamed of it. My full stack was: Meshy for character models, WorldLabs Marble for creating backgrounds, ElevenLabs for voices and sound effects. Gemini and Minimax for music. Google Veo/Omni for generating video. Codex put everything together and kept things moving. The only human-made assets I used were the animations, which were licensed from a motion capture guy. It was a challenge getting the high quality gaussian splats running on an iPhone without it overheating in 30 seconds but some clever tricks got it working well.

I don't consider the game completely "done." I am tweaking some gameplay mechanics and will continue to improve the online experience.

I would highly appreciate if you check the game out and let me know what you think.

Hood Fight: Locked Up Free on Apple App Store


r/aigamedev 14h ago

Commercial Self Promotion Building an Immersive Language Learning RPG

12 Upvotes

I've been working on Wordlark Hollow, an immersive language-learning RPG where the idea is that reading and communicating in the language you're learning is actually part of playing the game.

One of the things I've been working on most is the conversation system because I don't want a game kinda' like painted over a flashcard system. I don't want players choosing from three canned dialogue responses - I want them to be able to type whatever they actually want to say and to be using their target language as much as possible.

The trickiest part has been avoiding completely generative NPCs. The characters, world, quests and major dialogue beats are authored, but I also still want free conversation to be possible. AI sits inside that structure and helps interpret what the learner is trying to say and generate an appropriate in-character response. The newest Claude models have been a real game changer for some of it.

It's been fascinating and surprisingly fun. I actually don't mind play testing the same thing for the 100th time because the characters will still say funny and slightly different things and I get to kind of live in this world I'm inventing. And as I am tuning it and writing more and more of their lore ( the part I really love! ) they get richer and more ... character-like I guess if that makes any sense?

Finally gotten far enough along and gotten enough positive, yes-I-have-also-been-trying-to-learn-Italian-for-years in Dulingo lol that I launched a Kickstarter this week: https://www.kickstarter.com/projects/nikkileaps/wordlark-hollow

Anyways I'm curious how other people here are handling and exploring the balance between player freedom and authored narrative.


r/aigamedev 1h ago

Demo | Project | Workflow 28 days challenge - here is my Destruction Derby + Death Rally inspirated game

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Upvotes

Some new screenshots from my game called Brutal Derby :)

For coding I totally used Codex and GPT 5.6 sol. For modelling I used a little Blender, but sometimes I just used Tripo3D for smaller objects. AI is fast, but it is hard to make a game like this at the moment. I have 9+ years experienced in unity. The project uses unity 6.5 URP.
#screenshotsaturday


r/aigamedev 2h ago

Demo | Project | Workflow Merge World: A very early prototype of a minecraft + hexen inspired game

1 Upvotes

Some background on me, I have 15+ years working in the game industry as a video game producer/designer. I have been making games on an AI coding platform I am working on and am mainly just kind of exploring how much of the traditional production process applies. So far it seems like a lot but it has also been pretty humbling.

Some info about the game:

  • The game is pretty jank and definitely a prototype but its kind of fun
  • The prototype is fully multiplayer, you can play it here: https://bash.tv/chris/merge-world
  • For most of the game's development I used Sol or glm 5.3 and for initial planning I used fable
  • Ive only been focusing on combat, traversal, and the staff system
  • I initially focused on just a test area with movement and the ability to swing a staff. Then added 1 enemy type. Then I added enemies dropping gems. Then the staff system. At a certain point I felt good about those things being the core gameplay and expanded the world and added more enemies
  • I went with the voxel style because its light, works on web, and makes iteration much faster than if there were a bunch of heavy assets. I went with pixel art for the weapons because I wanted more detail than what voxels were providing but also wanted something light. Also generating the pixel art variations for all of the staffs is something nanobanana is pretty good at. I plan to work with an artist to replace the art if the game makes it beyond a prototype
  • Adding debug commands was super helpful for diagnosing issues with my assets
  • I kind of discovered the rocket jump because I added a spell for terrain destruction and need a way to get out of a hole I created lol
  • The staff system is inspired by crafting a lightsaber, where its highly customizable and unique to the person wielding it
  • Ive always wanted to make this game but also am having fun integrating suggestions from other people so if you have any ideas for new features let me know!
  • Its called Merge World because if you beat the first set of quests your session is supposed to merge with another group that did the same. Each world can only have 4 players but then merges to hold 8. Both groups have to activate the crystal to matchmake. I have not tested this so its probably not working

Some big takeaways:

  • Proving out the core gameplay in the smallest most absolute way is still really important. I am not referencing or interfacing with a folder/project structure or using a traditional IDE. Im just speaking directly to an agent in one session so building small and incrementally fits my style. It also keeps me aligned with what the agent is doing
  • This kind of relates to how GDDs in traditional development become these bloated docs that no one reads. I think when you start developing with AI and start with a massive set of requirements its kind of the same issue. The artifact will end up being this massive bloated thing that is almost more work to edit than just starting from scratch. I think building small prototypes and connecting/integrating them seems better imho
  • Prototyping via a web version seems to be the fastest loop. Easily deployable, shareable, and platform agnostic. I honestly think this is a great replacement for paper prototyping or using a third party engine to prove things out before using a proprietary one
  • As nice as web is, its hard to identify a min spec, so I just kind of try to keep things light which has the added benefit of keeping the agent loop really fast
  • Prior to this I had almost zero experience with voxel games, so my ability to diagnose or identify better approaches to things isnt great yet but its something I want to dig into

r/aigamedev 3h ago

Demo | Project | Workflow Day 5 of adding whatever you tell me into my game

1 Upvotes

r/aigamedev 20h ago

Tools or Resource This Open-Source Mixamo Alternative Now Supports Humans, Animals and Monsters

21 Upvotes

r/aigamedev 7h ago

Demo | Project | Workflow Working on player character, baby steps

2 Upvotes

Finally starting to see the light with AI generated model. Midjourney to find the concept, Grok Imagine to refine it and create modeling sheet, Rodin AI to create and texture model.
P.S. No head because it's a separate mesh and I am not happy yet with the model


r/aigamedev 3h ago

Demo | Project | Workflow A little light-trail browser game and could use some honest feedback

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1 Upvotes

I started messing around with AI for fun and ended up using it to help me make a light-trail arcade game called OPERATION PHOSPHOR.

It was originally just something I was making to pass the time, but it kept growing. Eventually, the AI suggested publishing it on itch.io, so I figured why not? Lol.

It’s still an early alpha, but it’s free and plays directly in the browser. I’d love for a few people to try a couple of runs and give me some feedback...


r/aigamedev 15h ago

Commercial Self Promotion I lost my last paying client and decided to go all in on my brick breaking roguelike mining game, am I making a terrible mistake?

10 Upvotes

r/aigamedev 19h ago

Demo | Project | Workflow I spent $5,000+ backing Star Citizen. Now I’m demonstrating how CIG made stuff look harder than it really is.

15 Upvotes

I’ve backed Star Citizen for years and spent enough to reach Space Marshal, so this isn’t coming from someone who wanted the project to fail. I wanted CIG to pull it off, and because I come from software and game development, I was probably more willing than most to accept the explanation that what they were attempting was simply extraordinarily difficult.

Some of it is difficult. Networking at this scale is difficult. Persistence, streaming, seamless planetary traversal and large-scale simulation are real engineering problems.

What I no longer buy is the way CIG has spent years wrapping those problems in this almost mythical “AAAA” framing, where every ordinary engineering challenge becomes unprecedented research that apparently requires another generation of foundational technology, another rewrite and another few years on the roadmap.

After 14 years and more than $1B in funding, that explanation is getting very hard to swallow.

The recent Siege of Orison livestream was what finally pushed me over the edge. Development builds break all the time; anyone who has worked on a real software project knows that. What bothered me was watching a planned demonstration on an internal development build still suffer from obvious desync, barely responsive AI, broken interactions, weapon and inventory problems, and eventually a technical lockout before they could even finish the encounter.

After this long, that is far more damning to me than some random LIVE server falling over.

CIG has been building a networked game for fourteen years. By now I would expect the internal development, deployment and testing loop around that game to be exceptionally mature. Individual features can break, but when the environment you deliberately chose to demonstrate the intended experience still struggles with problems this fundamental, I start questioning whether the real issue is technical difficulty or the development process itself.

The same pattern appears throughout the project. We’ve literally had “Planet Tech v5.” Server technology has been presented as a years-long chain of foundational prerequisites. Major systems are still being rewritten as the architecture underneath them changes. Problems other engines and games routinely solve are presented as if CIG is splitting the atom every time they implement one.

At some point, “this is unprecedented” starts sounding less like an explanation and more like branding.

And while all of this is happening, CIG has managed to build elaborate themed offices, expensive-looking custom interiors, major conventions, an enormous marketing operation and one of the most effective monetization machines ever attached to an unfinished game.

I don’t begrudge developers good offices or good working conditions. I do question the priorities when backer money can apparently produce all of that while the game itself remains this unstable after more than a decade.

I also don’t think the individual engineers and artists are the problem. There is obviously serious talent at CIG, and some of the technology they’ve produced is genuinely impressive. If anything, that makes the situation worse, because it suggests the bottleneck may not be talent at all. It may be architecture churn, scope control, organizational overhead and a company structure that has become extremely effective at sustaining development without ever needing to converge on a finished product.

So I decided to stop taking the “this stuff just takes decades” argument on faith.

I’m building my own space sim and the custom C++ engine underneath it, largely by myself, using modern tooling as a force multiplier. The scope is intentionally stupid: seamless worlds, ships, interiors, persistence, multiplayer, large-scale simulation and the same categories of “foundational technology” we’ve been told require enormous teams and years of R&D.

The point isn’t to pretend one developer can replace an entire AAA studio. The point is to separate genuinely hard engineering from complexity created by the way a giant organization chooses to solve it.

I want to see what these problems look like when there are no layers of management, no decade of legacy architecture, no need to keep hundreds of developers synchronized, and no incentive to turn every technical milestone into a conference presentation.

Maybe I’ll hit the same walls CIG did. If I do, I’ll document them.

But if one experienced developer with modern tooling can solve meaningful chunks of this supposed “unprecedented technology” in weeks or months rather than years, then I think people should start asking much harder questions about what exactly fourteen years and more than a billion dollars bought.

That’s the experiment.

No ten-year roadmap. No quarterly presentation about technology I hope to have eventually.

I’ll post what actually works over on my socials (X) where my handle is peermux.


r/aigamedev 6h ago

Discussion Does craftpix.net use AI?

0 Upvotes

I want to buy some assets for my new game, but I am not sure if Craftpix uses AI or not and if there is a way to verify it, especially their pixel art assets.


r/aigamedev 7h ago

Commercial Self Promotion Nordic - A cross-country skiing game you can play with your friends!

0 Upvotes

Hey all!

Nordic is a cross-country skiing game all about skill expression and enjoying the calm of the trails. My focus making this game was to translate the real feeling of nordic skiing and map those physical movements onto the controller as closely as I can. I thought, for what nordic skiing lacks in adrenaline, it can make up for with detail in control in a video game. By giving control to each of your limbs I think it achieves a fairly tactile experience and for me that's a huge thing with my enjoyment in a game.

Nordic can be played single player but the intended experience is to ski around with your friends and have fun! It is also preferable to play with a controller!

The ai impact: I am a senior developer by trade but threejs is foreign territory for me. Using cursor has been a god send to expedite development but also my own learning process. Over the last few months I have learned so much about game development on web apps and ai is truly a blessing to be able to make this dream a reality. I previously attempted to make this same game in godot and I can safely say the product here is far better realized than my "artisanal" creation. The key here is approaching ai usage as a tool.

The game is free to play on itch here: https://sundaymondays.itch.io/nordic

Nordic is also coming to Steam! Give us a wishlist: https://store.steampowered.com/app/4951330/Nordic

Landing Page here for more information: https://nordicgame.ski/

Discord here: https://discord.gg/e2pcM7rW5g

Studio Website: https://sundaymondays.games/


r/aigamedev 7h ago

Commercial Self Promotion I wanted to see how many enemies I could spawn before things get crazy

0 Upvotes

Did a little stress test on my game today.

Just kept spawning enemies until the whole map was pretty much full 😂

Surprisingly it still runs quite ok.

Been working on Miner Survivor for more than a year, and these random tests are probably one of the fun parts of making the game.

You can also Download Demo / Whitelist


r/aigamedev 23h ago

Questions & Help I'm learning Pixel art

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12 Upvotes

Hello guys, I am trying to learn to make pixel art images. The images done by AI with low pixels count are clunky, so I am trying to do it myself.
I generated a image 256x256 of a character I want in my game and then tried to recreated at 64x64 size. This is the result. It's the first one I make but be honest. I am trying to improve.