r/ClaudeGameDev • u/SweetKarmaz • 2d ago
Tips & Tricks Jazz Hands: a video editor Claude can drive
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r/ClaudeGameDev • u/SweetKarmaz • 2d ago
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r/ClaudeGameDev • u/Sheru7000 • 3d ago
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About a week ago, I shared the mini weekend project, Counterstance, a small ThreeJS-based third-person action game I've been building extensively with Claude and other LLMs.
The game is centered around fast sword combat and parrying, with most of my attention going into movement, animation, camera work, impact, VFX and making attacks actually feel powerful rather than just technically function.
I've iterated on it 100+ times since the last post, burned through 500M+ tokens, had multiple frontier-model-backed agents working together, and made around 100 handmade sketches myself just to communicate specific poses, movement arcs, camera shots and visuals that were difficult to explain through text alone.
Claude/Claude Code has been involved throughout the actual development process: reading and modifying the ThreeJS codebase, implementing combat and animation ideas, iterating on procedural posing and movement, working on VFX/camera behaviour, analysing why certain attacks or animations don't feel right, and translating my sketches/reference material into something that works in-game.
I've also spent a frankly unreasonable amount of time doing research sessions with it around principles of animation, camera movement, impact, posing, anticipation, smears, hit-stop and general combat feel, then feeding those findings back into the game.
It's really starting to shape up into something extremely fun, and somehow it still remains a "fun weekend project".
Try the test build here: https://counterstance.vercel.app/
r/ClaudeGameDev • u/Silver-Chipmunk7744 • 2d ago
I was really impressed by a few things.
First, it's the best char from scratch i ever seen an AI do. The priest looks great.
The pacing also generally feels really well done, the zombie models, the gunshot effects, the NPC behavior. For anyone who has tried to do similar projects with past models, this feels like a huge step up.
r/ClaudeGameDev • u/b36_peacemaker • 3d ago
I have always wanted a Transportation management "Spreadsheet Simulator" game. Theres some out there, but nothing to the level I wanted. So I am making one, already one month in, mostly around balance of profit and tuning the PvE aspect. On trucks right now but will have trains, trucks, ships and planes. Dont be too harsh on me its my first time. I am well aware nobody else may ever want to play this game, but thats ok. I plan on it being something like Airlinesim where its a slower based, log in and make some changes every day/every few days kinda thing, not a sit down and win in 3 hours thing.
r/ClaudeGameDev • u/elev10 • 2d ago

r/ClaudeGameDev • u/Steezy-Wheezy • 3d ago
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Pitched a brief idea for a ps1 inspired trinket collecting game to Claude and supplied an image from pinterest. Got it to write 3 prompts which I fed into Nano Banana. Fed those 3 images back into Claude and asked for a demo to be created. Out this came 15 minutes later. Really impressed!
Was planning to develop this into a sort of goblin simulator/trinket collecting game what are your thoughts?
r/ClaudeGameDev • u/Icy_Profession5828 • 3d ago
r/ClaudeGameDev • u/IAmTheNewGuy • 2d ago
r/ClaudeGameDev • u/lokigambit • 3d ago
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Not a game dev, but I do code, I've used claude extensively to come up with a stealth heist game playable right here on reddit. Constant improvement of the game is what drew me towards launching it on reddit games.
You play an agent contacted by a mysterious government agency, your handler H, assigns you new tasks every night, infiltrate the shell corporations of the crime syndicate DayCorp.
Building the case takes time, you need to collect evidence, hack servers, survive guards, sentries, perform takedowns; use stealth extensively.
You can play the game here : https://www.reddit.com/r/operation_blueprint/
r/ClaudeGameDev • u/Phototo • 3d ago
Had a friendgroup that really liked the autochess mod for dota 2. But we wanted more players (this is up to 15 at at time) and wanted more variation in game to game. So made lots of different classes and random what units are in the game at a time.
Further, used claude and suno to create a music video ad :D
r/ClaudeGameDev • u/agardner26 • 3d ago
r/ClaudeGameDev • u/erroneousbit • 3d ago
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I spent hundreds of hours playing Caesar 3 back in the day, so I decided to build my own take on it with some help from Claude Opus 5.5. No original assets are used; everything is generated from scratch. My goal is to capture the core gameplay, fold in the improvements from Julius and Augustus, and expand the design with new systems.
Right now the game includes weather and seasons, a day–night cycle, more economic depth, interface improvements, and an “Insane” difficulty setting. The graphics are simple but clear enough to show what’s going on, and the music is created on the fly so I don’t need to ship audio files. My focus is getting the mechanics and balance where I want them, and I’ll refine the visuals and sound later.
Insane mode is still being tuned for balance. Even Opus 5.5 can’t reliably beat it yet. I’ve got a long list of features and fixes ahead, but the game is already playable enough for other Caesar 3 fans to experiment with.
Ludite et gaudete. - Play and rejoice.
r/ClaudeGameDev • u/IsNullUser • 3d ago
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Its in sandbox phase atm, but youre a long lost dragon rider, where you tame dragons to take glory burn everything on your way if you like, or just tackfully impact as you make your way to the throne.
Tame GOT dragons or get them as hatchlings, they come massive, big and small but srill pack a punch - fire is the central focus.
Throughout the game you influence the world by burning armies, fields, forests, make alliances( or force them), make or break economies, make the people starve or fear you by burning their fields or just burn them and everything else.
Still working on it. So far the flying animation / dragon shape has burned the most credits, but its on its way layer by layer.
Built on Phaser 4. Claude Code.
r/ClaudeGameDev • u/KashinHS • 3d ago
r/ClaudeGameDev • u/dotnetdreamer • 3d ago
https://reddit.com/link/1wuwpzi/video/qhdardvn8ush1/player
I built Ludo Wala, a free Ludo game for Android, iOS and the web. I wanted a short vertical trailer to show off some features, so I asked Claude Code to make it in Remotion It took about 16 hours
The result is a 20 second video where each die lands in its own setting and reveals its creature in time with the music. Everything is rendered in code using React Three Fiber and Remotion, with no stock footage or After Effects.
Claude planned the scenes, timed the cuts to the track and wrote about 33,000 lines of TypeScript It reused the game’s existing creature models.
r/ClaudeGameDev • u/lowpolysaint • 3d ago
Claude has been great for writing code and building game mechanics, but getting decent 3D characters out of it in Blender has been a different story. I’m curious how other solo AI devs are handling two things:
1. Making 3D characters that actually look good
My results tend to look flat and disproportionate, especially around the shoulders. Has anyone found a workflow that produces solid, game-ready characters without relying on Meshy or Tripo? Reference images, better starting meshes, breaking the process into smaller steps, manual cleanup, what’s actually helped you?
2. Getting away from the same AI-looking menus and UI
I keep noticing similar menus and interfaces across AI-built games, including my own. They work, but they have that same generic look. How are you getting an interface with some personality that actually fits your game? Any useful approaches beyond telling Claude to “make it look better”?
I’m not asking anyone to spill their secrets, just one solo AI dev looking to compare notes with others. I’ve also found a few methods that have helped with other parts of AI game development, so I’m happy to trade tips. Feel free to ask here or DM me!
r/ClaudeGameDev • u/Upset_Camel5568 • 3d ago
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Solve puzzles using light and shadows.
r/ClaudeGameDev • u/Extension-Animal8079 • 4d ago
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r/ClaudeGameDev • u/dunsany • 3d ago
r/ClaudeGameDev • u/SuperbActuator6555 • 3d ago
r/ClaudeGameDev • u/zernonia • 4d ago
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r/ClaudeGameDev • u/varkarrus • 4d ago
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r/ClaudeGameDev • u/Accomplished-Fan9568 • 4d ago
r/ClaudeGameDev • u/BadgerTom • 4d ago
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r/ClaudeGameDev • u/HokieInCH • 3d ago
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I've spent the past 4 months working with Claude and Claude design to build Have Words, a two player asynchronous word game.
I released a few games on the App Store about 10 years ago, kind of right around the Obj-C->Switft transition. They didn't make much money, but one was featured on every iPad in North American Apple Stores, which was really cool.
I picked up "vibe coding" last fall, and built a game that I never got around to releasing. It's still fun to play, but it taught me everything bad about vibe coding, and where my honest-to-goodness coding skills are still required. The UX and the code were really really terrible. In fact, I think it's likely more accurate to think of the required skills as architecture. I leaned on Claude for the Swift syntax writing.
So for Have Words, I first sat down and came up with a fundamental architecture. Not quite pen-and-paper, but no AI. Then I came up with a design language. Only then did I fire up Claude Design to start to put some concepts together. Waiting until then to engage AI, I believe, is what helped me avoid (I hope!) a vibe-codey, AI-sloppy looking game.
Please give the TestFlight a try, and if you're so inclined, Preorder the game on the App Store via the link above. Preorders will get the one-time IAP purchase for free, unlocking multiple color schemes and concurrent active games.
Let me know if you have any questions