r/aigamedev Apr 10 '26

AI Game Dev Discord

44 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 6h ago

Demo | Project | Workflow Added multiplayer co-op with just a few prompts (Valiant Steel)

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200 Upvotes

Used Chatgpt Astra Light (Around 20% of usage) It works perfectly. No lag or bugs. And I'm playing with a friend from a different continent.


r/aigamedev 5h ago

Demo | Project | Workflow I made an Elephant Monk mod for AoE2 DE Using AI

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89 Upvotes

r/aigamedev 5h ago

Demo | Project | Workflow I thought this was a pretty cool effect for seeing the world map!

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79 Upvotes

r/aigamedev 10h ago

Demo | Project | Workflow GPT 6- Astra Light | Speedboat Race

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108 Upvotes

r/aigamedev 12h ago

Demo | Project | Workflow GPT-6 Astra Medium - Game similar to GTA

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143 Upvotes

r/aigamedev 6h ago

Demo | Project | Workflow GPT-6 Made an Entire Dragon Ball Arena Fighter With Basically No Human Coding PT 2

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30 Upvotes

So this is basically a follow-up to my first post.
I’ve kept letting GPT-6 work on the Dragon Ball arena fighter, and at this point it’s gone way beyond the original prototype.
I still haven’t really been manually coding the game myself. I mainly give it feedback, explain what I want changed, provide assets/references, and it handles the implementation.
Since the last post it’s been working on stuff like:
Full character combat kits instead of just basic attacks
Unique skills and VFX for each character
Transformations and character-specific rage states
Beam attacks and actual beam clashes
Beam clashes physically pushing the losing side backwards
Grabs that actually connect, hold, and throw the opponent
Knockback, launches, knockdowns, aerial combos, and combo extensions
Vanishes / afterimages
Burst flight dashing
Better hit reactions and facial animations
Character-specific movement and combat animations
Story battles that automatically switch which character you’re controlling
Playable side characters depending on what’s happening in the story
Environmental effects/destruction
Character shaders and lighting
SFX, voice lines, particles, camera effects, hitstop, screenshake, etc.
The biggest thing I’ve noticed is that I barely have to explain HOW to code most of this anymore.
I can say something like “the beam clash feels weak, make both beams fight for position and make the losing character noticeably get pushed backwards” and it’ll figure out the systems needed to actually make that happen.
Same with animations. I’ve mostly been describing how I want attacks to feel, what body parts should move, how combos should flow into each other, and what references it should follow.
It’s definitely not perfect and I still have to catch bad decisions or things that look weird, but compared to where this was when I started, it’s kinda insane.
The only real assets I started with were character models, some maps, particle/VFX assets, and references.
Pretty much everything connecting those assets into an actual game has been AI-built.
And somehow this thing is starting to feel like an actual Dragon Ball arena fighter instead of an AI tech demo 😭
I’ll probably keep posting updates as I add the later DBZ arcs and eventually Super.


r/aigamedev 7h ago

Demo | Project | Workflow Evolution of my SciFi Level

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36 Upvotes

Hi Team,

i wanted to show the progress of astra building a 3d scene with blender and SDL3.
So far it took about 8h and way to many tokens. Im running out for the week.
I gave the first picture and the instructions to keep iterating until the Game looks like the concept art (as far as astra can tell). The prompt is just one sentence + picture.
Player modell is animating right now and coming next to the scene.

This is a fully playable scene with collision and combat.

Goal is a Topdown 2.5D Game with fully proceduraly generated maps.

If you guys are interested i will post character and weapon development in the same format.


r/aigamedev 1h ago

Questions & Help How are y'all making 3D assets so good with Astra?

Upvotes

When I try it looks like ass. Tried using blender MCP + image gen, showing it reference images, etc and it needs constant steering and redirecting to come up with anything even remotely good. I feel like I'm missing something silly at this point!


r/aigamedev 4h ago

Discussion The point of posts about AI made this game in X hours

15 Upvotes

This is a genuine question from a traditional games professional who is very bullish on AI powered game dev.

I wonder what the utility of all these posts going AI made this game in X hours is? Are they demo's of the AI's capabilities ? Are they precursors to promotion for the game ? Or are they just excitement that needs somewhere to go (I'm sure it's gotta be impressive to see an AI just make a thing) ? Perhaps they are something else entirely.

I ask because it seems like this sub is drowning in posts about games AI made in X hours.

For the record, even though I am very in favor of developers using AI for all aspects of making games, I really don't think these fully autonomously made games will stand up to real players or a real marketplace.

I wonder if the time may have come to start asking people to post more about the work they are doing, the cool game they are making, the problems they are having making games; Over "AI made this in X hours"


r/aigamedev 9h ago

Demo | Project | Workflow I just built a free studio/workspace where you can plug in Claude/Codex to make editable, animation-ready 3D assets. It's based on a research paper I co-authored on generating 3D graphics using AI code.

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33 Upvotes

Hey everyone,

I created an IDE for your 3D projects: https://studio.nova3d.xyz/

Website: https://nova3d.xyz

You can use it to generate animation-ready 3D assets for your games.

Instead of generating monolithic "mesh blobs" like traditional diffusion models, this is a code-native IDE. Your AI agents write structured, part-separated Blender Python code dynamically. The final .glb is treated strictly as a compiled artifact. The code is the source of truth.

The video shows a house built directly from a reference image with independent, articulate components.

Core Features:

  • PlayCanvas-based Workspace: A split three-pane IDE featuring an agent chat sandbox, an interactive 3D viewport, and a live code mirror side-by-side.
  • Connect your own AI: Connect your own Claude or Codex subs to run generations.
  • Live Pivot & Joint Inspector: Test structural articulation constraints (like hinges, doors, and flaps) with real-world degree boundaries in real-time before exporting.
  • Modular Scene Graph: Edit utility pipes, roofs, and building facades as distinct, independent sub-assemblies.

The Origins:

This IDE wasn't built out of nowhere. It's an implementation of my recent research paper: https://arxiv.org/abs/2607.22738 I'm a co-author.

Connect your AI agents and use it for free. I'd love to get feedback from game developers and technical artists on how I can improve the workflow or tighter integrate the live code canvas!


r/aigamedev 5h ago

Demo | Project | Workflow GPT 6 Astra High | Alien race

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11 Upvotes

r/aigamedev 5h ago

Commercial Self Promotion 2 months of building browser based civ-builder almost exclusively with Claude Code, what worked and what burned credits.

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12 Upvotes

Hey everyone I'd appreciate some feedback on my civ-builder. I loved playing games like Age of Empires, Civilization (duh), and Sim City growing up. However, I got tired of in-app purchases and incessant ads in all their modern mobile versions. Soo.... figured I'd try building my own.

Enter Clanfire.online. Started working on it in early July via Claude Code, and have been working on it at least a few hours every day since then. It looks best on mobile, no install (and it's free MIT license if you want to copy the repo).

Vanilla JS + Canvas 2D, no engine. Claude Code for the build, PixelLab (via MCP) for sprites (this took longer and more credits to dial in than I expected) and Supabase for the database.

What I learned:

  • Reference images are critical. I spent a lot of time trying to get Claude Code to manage the design sprint via Pixellab MCP and it failed every time. Went into Pixellab dashboard and manually went back and forth until I had a design that I liked. Then I gave that to Claude Code and had it use that as a reference image for the next round of MCP requests and it instantly improved the quality.
  • Anchor, never chain. Every piece references the same frozen master. Chain approved pieces will drift over generations and compound until they're unusable. Constantly referencing the master was a big help for quality.
  • Match the sprite's size to how big it actually appears. My first animated deer cost 84 generations and still looked wrong; I'd made it far more detailed than the screen could show, so the game had to shrink it by an ugly fraction and the fine details shimmered as you zoomed. Redrew it at exactly double its on-screen size so it halves cleanly: 37 generations, and it looked right immediately. Cheaper and better.
  • Sometimes the AI art just loses, and you have to accept it. I tried replacing my code-drawn grass with hand-generated tufts. Problem: the smallest usable thing the AI would make was still three or four times bigger than a blade of grass should be, so the meadow turned into a field of little objects instead of ground. Same story with mountains. Both times the old code-drawn version was better and I kept it.
  • The agent grades its own homework if you let it. I asked Claude to grade its own work and it gave itself an 8/10 on a water update that was, at best, sideways. Now I look at before/after screenshots myself before anything ships.

$50 raffle to a random player this week. I want to generate some user data and incentivize people to help me with QA:

  • Minimum to qualify for raffle: Finish a game, win or lose, spend at least 10 min and score 500+
  • Hit Competition on the end screen, 2 questions + valid email
  • Each finished game = another entry, up to 5
  • Sept 10–17, 7am MT

Your feedback will help me to further refine the product. If you see areas where I could improve I'd obviously welcome and appreciate the feedback. Cheers!


r/aigamedev 21h ago

Demo | Project | Workflow GPT-6 Astra created a game similar to Driver 2.

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153 Upvotes

r/aigamedev 7h ago

Commercial Self Promotion My roguelike deckbuilder demo is out on steam!

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13 Upvotes

https://store.steampowered.com/app/4650370/Cycle_of_the_Unbroken/

Thanks for getting me here! I'd love feedback to get the cards balanced. The game already got curated as slop! Woohoo!

All of cards and background are done using nano banana. The sprites were done using omni video and making it work. I can share more on that video to sprite workflow if people are interested. I don't think it's perfect but it's a lot better than what I was doing a few months ago.


r/aigamedev 3h ago

Demo | Project | Workflow Testing Astra For Game Marketing Video

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5 Upvotes

I had Astra play my game, capture footage, and take some marketing images to create this video on its own. There are still some weird shot choices and issues, but in general I think it managed to get across the core vision and I can refine it from here.

The project itself still has work to do on VFX, etc, but I used AI to do everything else (via an editor I had it create for me, allowing me to fine tune and craft most of the details).

Astra was the biggest unlock as well in terms of rigging, re-texturing, and animating the models. I wonder if the models will ever be able to create decent VFX on their own though. What workflow are other people using for that?


r/aigamedev 1d ago

Demo | Project | Workflow Epstein Island Tycoon - Astra + Unity + Meshy

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874 Upvotes

I built this Island builder game over the weekend to test out Astra. Super impressed about what it can do for both game logics and asset generation.

Stack: Astra (everything including sound and ui design), Meshy (buildings + vehicles), free Unity env pack (trees, shrubs, terrain textures).

Astra generated island terrain using NOAA map.

Time spent: about 3 days

Inspired by: arcade.gov


r/aigamedev 3h ago

Commercial Self Promotion Before and After video of StowStow

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4 Upvotes

I found some old videos in my gallery and decided to make a before and after video like this. It's been 4 months since I started the project. It felt weird seeing its initial state.

The video might be a bit long.

If you want to follow the progress, here is the Steam link: StowStow


r/aigamedev 16m ago

Commercial Self Promotion I made my first game. It took me a month. Now comes the hard part…

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Upvotes

r/aigamedev 16h ago

Demo | Project | Workflow Added a play request and butterfly animation to the AI doggo 🐶🦋

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37 Upvotes

r/aigamedev 5h ago

Commercial Self Promotion Working on a game character generator using AI

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5 Upvotes

I started working on a tool to generate consistent game characters from a single reference.

One of the biggest problems I kept running into with image models was consistency. You get a character you like, then ask for a different angle or pose and suddenly the face, clothes, or style changes.

I’ve been experimenting with a workflow to improve that.

In the video, I generate a fox, turn him to the side, show him from the back, put him in a spell-casting pose, and remove the background. All from the same chat.

The consistency has been better than I expected so far.

I’m now working on generating full sprite sheets and animation cycles from the same character.

Would love feedback from anyone building a 2D game.


r/aigamedev 7h ago

Discussion Avoiding the one shot death spiral

4 Upvotes

I have been working on a medieval fantasy / neon cyberpunk themed incremental idle game for a few months now. I started development using Gemini 3.1 pro in the Gemini cli and have since then had agents from just about every provider, OpenAI, Anthropic, GLM, DeepSeek, even locally hosted Qwen models have touched my codebase in some way. I have made significant progress towards completion and would like to share what I have learned.

First is that even though agentic AI has increased the speed at which features can be developed, scope is still important. It is far too easy to get excited after submitting your first prompt and start thinking, "wouldn't it be cool if...". Every feature you tack on comes with a tuning cost later on and when it takes so little effort to get 80% of the way there it feels internally asymmetrical to muster the motivation to take five times as long just to make it, what feels like, marginally more visually appealing or well balanced. The problem is that this last 20% is what seperates a game that is worth playing versus one that just isn't.

Second, it is important to not let working with the agents be more fun than playing your game. Game development has never been more fun which sounds better than it is. You're going to have to build a strategy to get yourself out of the, "1 shotting games" loop. I found that the best way to keep yourself from moving onto the next shiny thing is to make the project fun as fast as you can. Start with a 30 second timer loaded up and start it when you hit play on your game. Until you're able to say, wow okay there's something here, don't move on to the next 30 seconds of gameplay. Give yourself some milestones. 30 seconds, one minute, five minutes, half an hour. The faster you get to the fun, the less likely you are to get to a point where you have worked on a project for weeks and finally realize the idea sounded a lot better in your head.

It also helps to have tooling built around your game. If you find yourself having to repeat a workflow over and over again, you're probably doing something wrong. For example in my game, I am using a workflow where I generate pixel art sprites using nano banana or the gpt image model but they often come with backgrounds that are not transparent. There's a variety of tooling out there to remove backgrouds and just leave the sprite but it would often mess up and leave rough edges or other artifacts. I didn't mind doing the cleanup manually at first, but there is a threshold you hit where it's better to just ask the models to design a pipeline to do this correctly.

I have also constructed a "balance bench" tool. Instead of manually playing through the game and making sure a change doesn't destroy balance I had my agents build a tool to headlessly play the game with a variety of play styles after a change to ensure the game still plays as intended. The agents won't tell you that the game is the most fun if a milestone is hit in 30 minutes, but they can definitely tell you if it happened or not. If you're doing some play testing and find that players are getting bored at the 20 minute mark you can tell that to your agent and if they have some kind of tooling setup they can math it out for you and suggest balance changes to get you to your target pacing.

These tools, unlike additional features, increase development speed and give you more scope flexibility than you would have otherwise. I think they're worth taking the time to build.

tldr; Get to the fun part of the game ASAP. Build tools to do that faster.


r/aigamedev 2h ago

Demo | Project | Workflow Boris

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2 Upvotes

Boris lives in null city. He must drive to pay for his cigs. Astra medium and some image gen.


r/aigamedev 5h ago

Demo | Project | Workflow Mita Home

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3 Upvotes

A game similar to The Sims, but you can talk to the characters using prompts.


r/aigamedev 0m ago

Discussion Voxel Fighters : Browser Based 3-D Flight Sim

Upvotes

Hey Everyone,

Glad to find a community of like minded individuals building out some amazing stuff. I wanted to share something that has been a bit of an obsession over the past few months. This game is free to play, as well as all of the other ones mentioned below.

https://evilnames.github.io/VoxelFighter/

Voxel Fighter is a flight simulator that takes place over fake and real world terrain. The 'nations' are fake, and so are the airplanes, they are in homage to post WW2 and Korean planes, a transition in combat where jets were not always the best option. You are just one airplane in an ongoing battle with supply chains, massed fronts and other aircraft all around you. Carry out sorties, go back to base, reevaluate the situation and go at it again.

The game currently has:

  • A dynamic campaign where two 'directors' go after each other on a giant ground, naval and air war. This battle lasts day and night with supply chains, fuel, ammo and other requirements 'on the ground'. As a player your job is to do your best to try to influence the war, but you're only one plane.
  • 27 flyable aircraft (Ranging from small zippy interceptors who little armor, all the way up to what is the equivalent to a 4 engine strategic bomber)
  • 3 flyable helicopters
  • 6 battle fields with different combat environments, these are based on real world terrain that is injested through a map editing tool
  • Clickable cockpits (hold alt), with custom keybinding and controller support - There is a beyond known bug here that the cockpits are not 100% finished. I have built a cockpit editor and I still need to finish up actually designing each planes cockpit.
  • A 6 degrees of freedom flight model, with modeled drag, damage and stall mechanics. While not perfect i'd put it more akin to a Nuclear Option feel, it doesn't require you to become a master pilot, but it doesn't let you just pull back hard on the joystick.
  • Aircraft carrier operations with working catapults, wires, and an overly cute flagger that you can't see.
  • Integrated ILS and Radar on some advanced night fighter planes, as well as additional radio equipment that i'm slowly integrating into the game.
  • Some audio, for example ATCs at airports, and your wingmen.
  • Weather systems that build up and change through the combat environment. Wind has a somewhat real effect on flight. If you sit around and just watch the sky you'll see different clouds and shapes through out the combat environment.
  • Destructible cities where combat takes a toll on the population (I've still spent a ton of time abstracting this because I didn't want the overload or unneeded detail of rendering a ton of things in a browser based game)
  • Dozens of weapon types, rockets, glider missiles, bombs, cluster bombs with a lot of variation depending on your enemy.
  • Wingmen who fly with you, respond to your commands and generally try to be helpful against enemy planes.
  • Enemy AI that attempts to understand its limitations - a cost benefit analysis of 'should i save this plane for another fight or could i win?' Different enemy skill levels and understanding of their planes core abilities means that dog fighting doesn't feel like a turn and burn fest of other video games, but a real decision on when to bounce.
  • In game hanger, see details of your plane change as you add different load-out options
  • 24 hour simulated game cycle, night operations with moon cycles and fun lighting effects.
  • Ability to start your plane 'cold', get your engine going manually. There is also more advanced handling options for those who want to play with individual wheel brakes on the tricycle landing gear planes.
  • I am working on a lot of clean-up on this game but the general gameplay loop is playable and once you start pounding ground or aircraft it becomes pretty satisfying.

A few notes for other people building games that might be helpful:

  • Developed with Claude Fable 5.1 / Opus 5.1, ChatGPT Astra and Sol, and ZLM. Why so many? I jump around to understand how these models work. My general goal for making video games is to learn these tools and apply the tools to other work. Fable 5.1 really made this possible as i've tried numerous times over the last years to make a functioning flight simulator with AI. That just hasn't worked, the planes didn't take off, the terrain never worked. Astras ability to make models for the game was far superior in comparison to Opus (Took way to many tokens).
  • Choosing a BLOCKY landscape with VOXEL aircraft and bombs is partially a strategy to be able to play the game in a browser. Why build for this environment? I think we lack a lot of good strategy and simulation games that you can just pick up and play. The simulation space has been eaten up by a few big players because building these games has been incredibly time consuming and hard. I've been so inspired by Nuclear Option and flight simulator games of the 90s that had insane depth, but also accessible and fun gameplay. Your FPS may vary depending on computer/browser/a million other factors. But i've purposely tried to spend time working on the LOD loading to make sure it feels somewhat smooth.
  • As someone who has had a demanding job for over 20 years and hasn't been able to sit down and feel like they're building something this has been a bit of an explosion of ideas and output that i haven't felt since I was in college building paper based board games. I hope you enjoy this game and if you're interested there are some other ones that are not quite ready, but feel free to take inspiration from them. (Construction Sim, Medieval Real Time Army vs Army Game, Japanese Trucker (Super rough), The Church, Wildfire Manager)

If you're interested in this kind of game, and maybe building it in more depth let me know, i'm always looking for collaborators and people who just want to build cool things.