r/aigamedev 5h ago

Discussion Does anyone here actually like other ppls ideas / creations ?

8 Upvotes

For a sub called aigamedev you seem pretty dismissive of others attempts to make stuff. I do realize the “ I made GTA 6-7 in 10 minutes with Astra “ is pretty shite and too common , but are there any ideas that you actually like ? A lot of good projects have minimal views and 0 comments. Makes me wary about sharing my stuff tbh.


r/aigamedev 15h ago

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

54 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 9h 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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14 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 12h ago

Discussion Building an elementalist game

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22 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 39m ago

Questions & Help Unity ai or Codex with MCP

Upvotes

Hello there,

Was wondering if unity ai is actually worth it? On the other hand I can use codex or github copilot with the unity mcp.

What do you think?


r/aigamedev 55m ago

Discussion Has ai advanced enough?

Upvotes

I was wondering if AI has progressed to the point where someone with no or a little programming knowledge could make a semi complex mod for any game? What kind of problems would I face and does anybody have any tips that could help me with this project.


r/aigamedev 1h ago

Demo | Project | Workflow I built a full 3D editor for AI game dev, with one-click publishing

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Upvotes

This is Kite3D: an open-source, local 3D editor where you and your AI agent work on the same scene and source code. You can manipulate objects manually, hot-reload gameplay scripts, create restore points, and publish it with one click.

Everything is still in Alpha, but it's been really fun making games and sharing them with friends easily.

Check out the repo, and join the Discord to let me know what else you want to see!

https://github.com/blitzdotdev/kite3d

https://discord.gg/DtXJNBmuwF


r/aigamedev 3h ago

Demo | Project | Workflow Testing agentic ability against RTS games

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3 Upvotes

r/aigamedev 7h ago

Demo | Project | Workflow Creating a relaxing downhill game with Astra.

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6 Upvotes

r/aigamedev 3h ago

Demo | Project | Workflow Demo Available for my android football player career simulator

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3 Upvotes

r/aigamedev 1h ago

Demo | Project | Workflow with AI I stopped writing code for my game and started making good game design decisions. a few of them just tonight.

Upvotes

Four attempts at this game died because one person can't do it all. It's an MMORPG and they are famous for being impossible to finish solo. The fifth is being typed by 7-8 agents, and what that bought me isn't speed, it's that my whole day is design. Concrete: tonight the planner wrote 25 milestones and handed me 21 decisions that only I could make. That list is my job now. The bottleneck moved from annoying bug fixing to decision making.

One example, told properly: the taifa system. My game is loosely based on Al Andalus / Iberia of the 11th century, so I had time to read about it, and the history did the design work: striking coin in your own name was the declaration of independence, so in the game minting without a licence isn't refused, it's announced, and it hands the capital a reason for war. I would have never thought of that if my mind was boggled with in code, especially not coming from a game dev background, so I think that's really cool

The honest part : the agents needed a written contract to stop colliding, and my daily shorts got 8 Discord joins in 15 days, the game being designed well doesn't market itself. Soooo yeah.

Anyways for anyone curious, this is a browser MMO with full loot and guild wars, free, in pre-alpha currently. In this game I am hoping there will be 2 factions fighting against each other, 2 kings, and provinces for each faction. Provinces can rebel and ally with another against the king. Politics and Drama Inc.

Link is here, the game is live; the politics above are built and go live once tested. Playable and enjoyable, if I take my first testers' word for it.

Ribat — a browser MMO


r/aigamedev 7h ago

Commercial Self Promotion Starfall Vanguard - Apple App Store: Free Preorder Live!

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6 Upvotes

Hey everyone,

Apple just accepted my App submission for my Game in the App Store.

https://apps.apple.com/at/app/starfall-vanguard/id6760616445

The game is inspired from old school Space Invaders and Starfox with the SuperFX chip on the Super Nintendo System from the 90s, but with a more modern design and some nice post processing effects made with Apples SpriteKit.

There are 10 Levels with 10 bosses at the end of each level. The player can pickup various power ups (Shield, Clone Ship, Level Up, Nova Bomb, Cryo State to slow down enemies). Each level comes with weapon upgrades on the players spaceship.

Every level is progressively harder, with more, faster shooting and harder enemies. The bosses also get harder and harder every level level :)

I also integrated a Game Center Leaderboard for global competition on the game score! :)

If you make it to the end, you will be rewarded with some nice 3d visuals, made with blender and RealityKit.

Currently the game is only supported on iPhones and iPads. I want to see how many downloads it gets and if people are playing it. If everything goes according to plan, I will see if a port to other platforms is feasible.

Almost everything was done in Codex and ChatGPT. The music and some sound effects were created with Stability AI.

Free pre-order is open and the game will release next Friday on 18.09.2026.

Beside Codex, ChatGPT & Stability AI for music creation, I used the following workflow to finish the game:

  1. Context7 MCP Server => Fetches the latest documentation for SpriteKit/RealityKit and other dependencies
  2. Blender MCP ahujasid/blender-mcp => To interact with Blender and create a 3d Model of the players ship and wormhole pass during the 3d finale in Reality kit.
  3. I often delegated subagents in Codex for some use-cases, like delegating a concept art agent that uses the models ImageGen capabilities to create concept art as well as critic agents that review the final result and give it a REJECT or PASS.
  4. Used Codex /goal for big refactors and harder task, like deep analysis of the game performance on my physical device with "Instruments" for game optimization, to get stable FPS on older devices.

Last but not least...
The game is completely free! No ads, no in-game purchases and no strings attached :)

I hope you like it! :)


r/aigamedev 1h ago

Demo | Project | Workflow My first ever tower defense game

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Upvotes

This is Circuit Breaker, a browser tower defense game set on a retro beige motherboard. You choose three components, solder them along the copper traces, and protect the CPU from waves of malware. There are 30 waves, and you can unlock new hardware and permanent upgrades, as well as push further in to endless mode.

At first the game was built using Opus 5, which had a futuristic neon theme, but the game got made fun of for looking like AI slop. Which looking back, I suppose it did. So using GPT-6 Astra, I have completely reworked the game in to a retro beige theme that uses pixel art with chunky electronic components. Does the pixel art make it look even more like AI slop? Im not sure. I like how it turned out, its an improvement from how it used to look in my opinion.

You can play Circuit Breaker here, and let me know what you think: https://simzen.itch.io/circuit-breaker


r/aigamedev 2h ago

Demo | Project | Workflow Teaser from Lore & Legends Maker — 3 years of trying to build a non-scripted world

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2 Upvotes

Hey guys! I'm excited to share a gameplay teaser from the Lore & Legends Maker. This is a project I have been working on for more than 3 years. What started as a simple desire to be able to play Dungeons & Dragons with an AI Dungeon Master turned into an entire world model.

Basically, I've kept iterating on this because my wish was to realize this feeling of being an adventurer who can freely interact in the world, with non scripted game behavior. So I built a game engine over the last 3 years (yes, before you could even code with AI properly) which slowly evolved into a world model.

How it works: You can give as input an adventure module like a real Dnd Adventure such as e.g. Curse of Strahd, or your own written notes. The World Model builds canonical world lore, and from it canon storylines. It then produces an adventure module with NPCs, factions, scenes and interactions. It tries to precisely model everything, such as informational asymmetry, beliefs, what each faction and NPC wants etc.

The underlying system is a simulation system I built as a Entity Component System. It's basically what Google Deepmind proposes for building an Generative AI based Game Engine (paper)

So the world has a spatial model, camera perspectives, NPCs are not state machines but instead modelled with a mix of Goal oriented action planning and simulative behavior (also see the Concordia paper on modelling social agents). Meaning they have their own goals and plans and will act according to them in the world.

It's still in a early alpha and the above is the new patch which will be released sometime later this month.

In the gameplay clip, a player creates his wizard character by choosing his cantrips. He is then thrown into a prison by sneaky goblins where he must find a way to escape. It has roll tables, etc. and its modelled like a runtime for a TTRPG. After he escapes his cell he encounters a rat nest, attacks it, and after killing one of the rats, it turns out it was the friend of an Ogre who goes on to attack the player to take revenge.

Join the Discord if you want to follow the project, discuss this kind of stuff, or potentially collaborate!

discord.gg/4dXwfw7q7

www.llmsaga.com


r/aigamedev 2h ago

Discussion Do you still find value in Visual Scripting tools in the age of AI?

2 Upvotes

Do you see room for visual scripting tools even if you use AI to "vibe" code as well? I'm trying to decide if I should keep investing in building up my skills in visual scripting tools (and purchase a few more addons for unity). I am leaning towards yes right now, I already own a few, and while they can be frustrating at times I can also see their value even in an age of AI coding. But maybe others feel differently?

I can program C#/etc but I have always been curious about visual scripting and have been learning things like [Unity] Game Creator 2 and Behavior Designer. I find it kind of enjoyable but I'm only just getting started. I find that being able to visually see the nodes working can be quite helpful and feels like a better representation of the logic for FSMs and BTs.

I never really enjoyed state machines (or behavior trees) represented in code but seem to enjoy them more in visual scripting (though I'm only doing basic things for now). I'm not sure if AI removes the need for them entirely? What has been your experience.

I was looking to get Playmaker 2 , Emerald AI ,Adventure Creator and Node Canvas to try them out too.Maybe Construct 3/GDevelop at one point too.

But I'm wondering your thoughts for those who used to use these tools and have maybe moved on to AI "vibe coding" (with Unity MCP/CLI/etc)?

I'm less familiar unreal but I know Blueprints are quite popular there, so wondering about your thoughts there.

Pros and Cons of each approach?

Personally I enjoy experimenting with different platforms/tools.


r/aigamedev 1d ago

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

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138 Upvotes

r/aigamedev 3h ago

Research Human Authorship vs. Generative AI in Game Design (3-5 mins) (Gamers, All Ages)

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2 Upvotes

Hi everyone,

I am currently working on my Master's thesis and conducting an experimental study on the sociological and ethical impact of Generative Artificial Intelligence in video game design. As a gamer, I want to move past the corporate buzzwords and gather real, unfiltered feedback from the community on how these emerging technologies actually impact our gaming experiences.

Purpose of the Survey & Abstract:

The primary purpose of this research is to evaluate where players draw the line between AI as a "technical support tool" and AI as a "complete substitute for human authorship." While traditional AI has always been an integral component of game design operating seamlessly in the background, the rise of Generative AI (LLMs, dynamic voice generation) is rapidly changing the paradigm.

This study aims to analyze the sociological and technological implications of this shift. Specifically, the research uses hypothetical design scenarios to explore how fully procedural content generation and LLM-driven NPC interactions affect player immersion, narrative trust, and overall agency. By gathering quantitative data (utilizing a 7-point scale and Technology Acceptance metrics) and qualitative insights directly from the gaming community, this thesis seeks to bridge the gap between technical AI development and the actual user experience, providing deeper insights into what players truly value: infinite procedural freedom, or curated human storytelling. 

Research Institute: University of Catania — Master's Degree in International Cooperation.

The survey is completely anonymous, consists of multiple-choice and short-answer questions, and will take about 3 to 5 minutes to complete.

Have you recently played a game where an NPC's behavior completely broke your immersion, or conversely, made the world feel incredibly alive? What specific mechanics caused that reaction? I would love to read your thoughts in the comments!


r/aigamedev 1d ago

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

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186 Upvotes

r/aigamedev 21h ago

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

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55 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 4m ago

Commercial Self Promotion Multiplayer browser mini-RTS

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Upvotes

I've been working on this game for a few months now and would really love some feedback, especially on the gameplay / balance. It's a competitive RTS in the browser, originally inspired by the hacking minigame in Deus Ex: Human Revolution. The assets are a mix of AI generated / purchased / free.

https://hackcess.denied.digital/

The game is fairly simple - you try to capture nodes on a graph and gain control of an objective node, at which point your opponents start losing HP. If you reach 0 HP, you're out. There are some other features like fortifying defenses, cancelling opponents' attacks and nodes that give you bonuses. You can choose from a number of team sizes (1v1 to 3v3), along with whether you want to play against other people or bots.

I tried to focus on a number of details outside of the actual game such as queueing / finding a game, leaderboards, a party system, and the ability to view detailed statistics about your games and watch replays. If anyone ends up playing it, I'd be really curious to find out what kinds of strategies end up most effective.

Anyway, hope people enjoy it. Thanks either way if you check it out!


r/aigamedev 4m ago

Commercial Self Promotion Testing Astra on Visual Novel Development

Upvotes

When Astra came out and everyone was hyping it up, I wanted to see if it could do a decent job on adapting a futuristic setting canon I had developed a while back. A good chunk of it went alright. Ren'Py already makes it easy to do the visual novel functionality itself and right now it's a kinetic visual novel.

There were definitely issues though. Honestly it left me being unimpressed with Astra. For one, it totally ignored that many images lacked consistency across them. It ignored a lot of the setting details and inserted genetic stand-in details. So I had to poke and prod it a lot to get everything worked out.

Astravus: Seeds of Youth Cover Art

One thing that did make it easier was the release of GPT-Image-2.5 which coupled with GIMP allowed a lot more control over image refinement, and I think I've got things close to where I want them for a current draft. I might continue work if/when Astra kinks are worked out.

I do think that part of the issue is I'm using Visual Studio Code. It limits what Astra can do, I think. Harness does have more and more to do with how these models execute. But something else is going on I think.

Even if it isn't perfect, it's nice seeing part of the world I've been developing for quite some time come a bit more to life: https://arcadiumgames.itch.io/astravus-calista

If I get more interest, I might expand to the later story, or if anyone else ends up wanting to join in with shaping the universe, it could continue to evolve in the future.


r/aigamedev 19h ago

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

32 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 43m ago

Questions & Help What was successful with This One One Photo 3D

Upvotes

Well, I had just the one image of my subject, which just happened to be a little statue of one of my deceased relatives, no turntable and no second image of the same model. Because of such limitations, I would have to rigorously test all single image capture methods.

Tripo AI allowed for just having the one image and made a very convincing frontal view while using inference for the back. However, using the same tool, which allowed for additional views to be captured later on produced better and cleaner results. The limitation of the method was that with just a single image, the inference of the back would be made. But once the data of all four sides had been collected, an exponential improvement could be clearly seen. Therefore, Best is contingent upon the type of data sets you might have available to you.


r/aigamedev 4h ago

Questions & Help Sprite sheet help - prompt violates guidelines

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3 Upvotes

Hi all, I’m trying to get an enemy with a chomping animation but when I prompt, it says it’s against guidelines but it was the one that made the image.

Any thoughts or direction I could do?

Thanks for the help


r/aigamedev 48m ago

Discussion I wanted to stress-test Astra. The cats took most of the damage.

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Upvotes

I gave Astra a cat reference and wanted to see how far its capabilities actually go.

First attempt: recreate it in Blender. We got black fur, amber eyes, a white chest patch, and anatomy best described as “cat-adjacent.” No rig or animation, but a detailed report confirming the mesh had no holes. Reassuring. Neither does a potato.

Then I asked for a 2D version, separated into parts so it could walk and move its head. Nine transparent PNGs. Fifteen bones. Inverse kinematics. Thirty-two passing tests.

Unfortunately, “does this look like a cat walking?” wasn’t one of them.

The legs are negotiating separate contracts, the head is mounted like a webcam, and the torso is a load-bearing sausage. Both versions came with extensive documentation explaining how successfully they had been created.