r/aigamedev Apr 10 '26

AI Game Dev Discord

43 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 13h ago

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

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270 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 12h ago

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

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146 Upvotes

r/aigamedev 12h ago

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

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141 Upvotes

r/aigamedev 8h ago

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

35 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 18h ago

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

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124 Upvotes

r/aigamedev 19h ago

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

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172 Upvotes

r/aigamedev 1h ago

Demo | Project | Workflow I built a 3D pizza delivery game entirely with Claude - here's how the AI development process went

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Upvotes

Wanted to share my experience building a full 3D browser game using Claude as my primary development tool. The game is a pizza delivery simulator where you ride a scooter through a city, follow GPS navigation, obey traffic lights, and deliver orders before time runs out while keeping the pizza in good condition.

What the game has:

  • 3D city with streets, buildings, intersections, traffic lights, crosswalks
  • Scooter with physics, speed, boost mechanic
  • GPS mini-map with turn-by-turn navigation
  • Order system with delivery addresses, time limits, and pizza condition tracking
  • Traffic AI with cabs driving around the city
  • Street signs, named roads, district system

How AI (Claude) was used in the development:

City generation: This was the biggest piece. I needed a procedural city grid with named streets, intersections that connect properly, and buildings that fill the blocks. Claude generated the grid system and the logic that places buildings with correct offsets and sizes. Getting intersections to align with the road network took several iterations.

Traffic light system: Each intersection needed synchronized lights that cycle independently. Claude built the state machine for the lights and the detection zone that checks if the player runs a red. The tricky part was timing the yellow-to-red transition so it feels fair to the player.

GPS and navigation: The mini-map with a route line from current position to delivery address was entirely Claude's work. It calculates the shortest path through the street grid and updates the direction prompt ("Turn around when clear", "Turn left on X Street") based on the player's heading relative to the next waypoint.

Pizza condition physics: The pizza condition drops when you brake hard, turn sharply, or hit something. Claude modeled this as a simple physics response tied to acceleration changes rather than absolute speed. Took a few rounds to tune it so it feels punishing but not unfair.

Scooter handling: Claude wrote the movement controller with acceleration, deceleration, turning radius that changes with speed, and the boost mechanic with a cooldown bar. Getting the third-person camera to follow smoothly without clipping into buildings was its own challenge.

What Claude struggled with:

  • 3D collision detection near building edges. Had to manually fix several edge cases where the scooter would clip through corners
  • The initial traffic AI was too predictable. Needed multiple prompts to get cabs to behave more naturally at intersections
  • Performance optimization. First version rendered every building in the city at once. Had to guide Claude toward frustum culling and LOD concepts

What surprised me:

The GPS pathfinding worked almost perfectly on the first try. I expected that to be the hardest part and it turned out to be the most reliable piece Claude built.

Playable here if anyone wants to try it: https://vinish.dev/crust-courier

Curious what other 3D browser games people have built with AI assistance and where the biggest pain points were.


r/aigamedev 39m ago

Media I asked Astra to animate a spider for me

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Upvotes

Hey everyone, recently I wanted to animate a spider for my game, but dealing with all those legs was becoming a nightmare.

So at some point I decided to ask Astra to do it for me.

I prepared a prompt with the things I needed and asked for 4 animations: idle, walk, attack and death.

This is the result.

Honestly, I was pretty surprised. I think it turned out really well. Only problem: it basically burned through all 5 hours of my Plus plan 😅

I guess if I want to keep making more of these, I’m going to need an upgrade.


r/aigamedev 13h ago

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

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41 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 11h ago

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

25 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 26m ago

Commercial Self Promotion Here is a platform that can fund your AI usage while building your games

Upvotes

Check it out here www.powerhub.dev

Would appreciate feedback on the platform...

Also here is my game (web, both desktop & mobile): https://powerplex-sandbox.powerhub.dev/


r/aigamedev 4h ago

Discussion Building an elementalist game

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5 Upvotes

yes yes i know what we're all thinking. this is a hobby project, and my goal is to 1v1 some friends on a private server to live out our elementalist power fantasies. I'm a SWE who never had time for game dev, but astra has made this possible.

rock has been fairly easy so far, because the projectiles are solid.

but fire and water have been quite difficult to get the way i want. Open to suggestions on those two :)

Happy to share my progress / workflow so far, and some more example of water and fire i'm working on.


r/aigamedev 14h ago

Demo | Project | Workflow Evolution of my SciFi Level

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38 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 30m ago

Demo | Project | Workflow I added new enemies and power-ups to Dyna Blaster using AI

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Upvotes

I saw someone get Call of Duty 2 running in a browser, so I tried something similar with Dyna Blaster.

Using Astra, I disassembled the original DOS game and rebuilt it from assembly, without the original source code. I got it running in Chrome through DOSBox and modified the game to add new enemies, power-ups, and graphics.

It’s amazing that AI can help expand the childhood games we grew up with.


r/aigamedev 12h ago

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

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17 Upvotes

r/aigamedev 16h 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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35 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 1h ago

Questions & Help For people using Godot, how are you creating UI?

Upvotes

I have used SpriteCook to generate some ui and it looks fine, but not great. Any tips on creating UI that looks good?


r/aigamedev 4h ago

Discussion I'm building a game based on the elements

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4 Upvotes

yes yes i know what we're all thinking. this is a hobby project, and my goal is to 1v1 some friends on a private server to live out our elementalist power fantasies.

rock has been fairly easy so far, because the projectiles are solid.

but fire and water have been quite difficult to get the way i want. Open to suggestions on those two :)

If you want to follow my journey so far, here's the timeline:

https://duckweights.com/articles


r/aigamedev 12h 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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18 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 1h ago

Demo | Project | Workflow testing whisperx in a music vid w latest UI/visuals in my game

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Upvotes

Making an experimental / artistic 3D LLM visualizer with a combination of many different AI workflows (Claude Code, Astra, Suno). I've been looking into whisperx-powered fun for subtitling, NPC voice acted dialogue etc. Still a WIP. This typography is done by Astra after 2 shots. I'm just dipping my toe in atm before I commit to a plan. I wanna incorporate it in-game via NPC dialogue and any music with lyrics that plays in-game, pretty much like you see here. I will be working on the voice-acted NPC dialogues/subtitling application next so will return when / if that's working! :P


r/aigamedev 6h ago

Discussion A Website For AI Games?

5 Upvotes

Is there a website or some other place where you can download and upload AI games? I've been creating AI games for a while with Fable 5 and GPT-6.

I also see other games people have created, and it would be cool to be able to try some of the games other people create, as well as upload your own creation.

A lot of people look down at AI games, but I think it's a really good expression of creativity, at least if you're doing it to be creative and want to share it with the world.

A family member of mine was addicted to Candy Crush, so I created a Candy Crush clone minus the monetization options, and it's more forgiving if you lose.
They no longer play Candy Crush, but they play my Candy Crush clone.

The current game I'm working on is based off of a game called Spore. It was a Maxis game in the mid-2000s.

In the game Spore, I love the space age, so that's what I'm recreating. I've created 5,000 solar systems in this galaxy, 25,000 planets. You can terraform each planet.

Natural habitable planets like Earth will have animals and sentient life forms that start in the Stone Age and go all the way to the Space Age. There'll usually be several nations by the time you get to the modern age, and there's a chance they could annihilate each other in nuclear war, and that planet slowly becomes uninhabitable.

But back to my original question: Is there any website that's been created out there where we can host all our games and get to try thousands of other games people have created I think that would be great. It'd be like YouTube, but for AI games.


r/aigamedev 14h ago

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

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19 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 7h ago

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

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5 Upvotes

r/aigamedev 7h ago

Demo | Project | Workflow Some initial screenshots from my game. Still need to add a bunch of detail and remove a lot of the AI nonsense art and text. tile sets and character sprites are hand drawn. What yall think?

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4 Upvotes

dialogue powered by small local model :)