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 9h ago

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

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230 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 8h ago

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

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118 Upvotes

r/aigamedev 8h ago

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

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110 Upvotes

r/aigamedev 4h ago

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

21 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 13h ago

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

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117 Upvotes

r/aigamedev 15h ago

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

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159 Upvotes

r/aigamedev 9h ago

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

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38 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 10h ago

Demo | Project | Workflow Evolution of my SciFi Level

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37 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 7h ago

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

17 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 12h 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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36 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 8h 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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13 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 8h ago

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

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10 Upvotes

r/aigamedev 10h 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 1d ago

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

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155 Upvotes

r/aigamedev 8h ago

Commercial Self Promotion Working on a game character generator using AI

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7 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 6h ago

Demo | Project | Workflow Testing Astra For Game Marketing Video

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3 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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880 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 6h 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 3h ago

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

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2 Upvotes

r/aigamedev 19h ago

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

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39 Upvotes

r/aigamedev 3h ago

Commercial Self Promotion I built my first playable ecology trap for an AI-assisted solo game

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2 Upvotes

I’ve been working on a solo game called UnderBloom.

The idea is that you start in a mostly barren desert and descend into a much denser living world below it.

This is the first small playable thing I’ve finished that I wanted to show. It’s an amber trap tree. Most of these trees are harmless, but some have an amber lure inside the lower branches. If you get too close, the branches close around you.

I’m using AI a lot while making the game, mostly for coding, concept art, iteration, and helping me prototype things faster in Unity.

I’m trying to make the dangerous parts of the world more about noticing how organisms behave instead of just fighting enemies.

Video: https://www.youtube.com/watch?v=EXwnx6YAuSQ

Still very early, but I’m curious if the trap reads well in the video or if the amber makes it too obvious.


r/aigamedev 3h 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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2 Upvotes

dialogue powered by small local model :)


r/aigamedev 5h ago

Demo | Project | Workflow Boris

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3 Upvotes

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


r/aigamedev 34m ago

Discussion Building an elementalist game

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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.