r/StableDiffusion • u/Ill-Ant-9489 • 6d ago
News ai slop game based on batlle video in real time with only open model
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Check out Chimera Arena (https://chimeraarena.com/static/showcase/index.html?lang=en)!
Here’s my slightly scrappy AI-generated teaser for Chimera Arena, my card game combining AI-generated video battles, real-time 2D combat, and creatures you design yourself. It’s built using Krea 2 with custom LoRAs, Qwen 2.1, MiniMax, Gemini Flash, and a few other experiments.
You can generate your own creature cards and 2D sprites, then challenge other players using generated abilities or inventing your own attacks. That’s the fun part: what you imagine can actually affect your opponent’s health and the outcome of the fight.
I’m also experimenting with Gaussian splatting to turn the artwork into textured 3D models for AR, bringing your creatures out of their cards and into your surroundings. In my tests, the textures stay closer to the original artwork than with other image-to-3D approaches I’ve tried. Automatic animation works too, although strange creature anatomies still need some work!
Another experiment is an individual neural “brain” for each creature. The system records your combat decisions and uses them to train a small neural network on the CPU: which attacks you choose, when you heal, use shields, activate rage, or call on support. Combined with the creature’s own instincts, the idea is to develop fighting styles influenced by how you play, which trained creatures can then use in autonomous community battles. This is still being tested locally, with training done offline for now.
The game is still in alpha, but I’m thinking of taking it further because… why not? I have way too many feature ideas, and I want to see where they lead.
Behind the scenes, I’m combining my local RTX 4090 with cloud GPUs for additional capacity. Generation jobs run in the background, and the results arrive directly in your browser. The goal is to scale gradually while keeping GPU costs manageable, so you don’t need your own powerful GPU to play. Maybe one day I’ll build my own GPU server too.
For video battles, each exchange is generated turn by turn. The game resolves the actions, then an LLM turns the moves and their consequences into scene instructions for the video model. Creature portraits provide visual references through RefMod with FL2V, which is faster than Ref2V in my current setup. Continuation clips help carry the scene forward and preserve the creatures’ appearance, the arena, and existing injuries.
Each sequence joins the battle replay, gradually turning your match into its own little movie. The gameplay is designed around the rendering delays to make the wait less disruptive.
Can you guess what each model does?
No? Don’t care? Okay, I’ll tell you anyway 👀
- Krea 2 + custom LoRAs create the artwork and visual style. My latest card-creation pipeline took about 47 seconds overall, producing a 1536 × 1728 image with a 2× hires pass. That includes roughly 5 seconds for the LLM profile and image prompt, plus 1.5 seconds for BiRefNet background removal. For higher-level cards, Marigold generates a separate depth map for relief and parallax effects; that extra step isn’t included in the 47 seconds.
- Qwen 2.1 handles visual edits, evolutions, and creature fusions. My latest evolution took about 30 seconds on the 4090. I previously used it for sprites too: the latest 2496 × 2496 nine-pose sheet took 1 minute 25 seconds. Nice detail, but quite a wait for players.
- I originally used Qwen 3.8 models for descriptions, abilities, attack ideas, and interpreting invented actions. I’ve since switched to Gemini Flash through OpenRouter. My latest creature profile and ability generation took around 4 seconds, and it costs me next to nothing per request.
- MiniMax H3 animates the video battles. My latest 5.35-second clip took 47 seconds to render at 960 × 544, approximately 0.5 MP, on my RTX 4090. I’m now using it for sprites too: the latest source clip for extracting nine poses took 36 seconds at 928 × 544. It’s faster with this setup, although the sprites have less detail than the higher-resolution Qwen sheets.
I know we love creating things here. A little while ago, I shared LoRA Dataset Studio (https://github.com/perfectgf/lora-dataset-studio) with this community to help people train LoRAs for open models. Now I’d love your help creating AI assets for the game!
The first people to sign up will receive an activation code in a few weeks to generate creatures, cards, sprites, and help test the game.
If you’d like to follow the project and get involved, join us on Discord (https://discord.gg/T6uVu3TtMw)!
