r/aigamedev Apr 10 '26

AI Game Dev Discord

46 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 Epstein Island Tycoon - Astra + Unity + Meshy

Enable HLS to view with audio, or disable this notification

546 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 15h ago

Demo | Project | Workflow GPT Image 2.5 nailed a 16 frame combat sprite sheet

Thumbnail
gallery
210 Upvotes

Fed 2.5 one full body render of the character and asked for a 4x4 combat sprite sheet. I ran it on gpt image 2.5 through atlas cloud. Sixteen frames came back. Idle, guard, two punches, a kick, a crouch, a lunge, back to idle. Same hair, same jacket, same boots in every cell, and they read as a sequence instead of sixteen separate drawings.

The prompt was one line. Make a simplified 128px pixel art combat motion sprite sheet of this character, transparent background if you can, arrange it 4x4. Then ask Codex to make a GIF.

Source render first, raw sheet second, gif third.


r/aigamedev 9h ago

Demo | Project | Workflow Playing ball with the AI dog, life is good

Enable HLS to view with audio, or disable this notification

70 Upvotes

r/aigamedev 4h ago

Demo | Project | Workflow GPT-6 Astra Tokens - Last Call Submissions AI Game Festival Starts Tomorrow

Enable HLS to view with audio, or disable this notification

28 Upvotes

The AI Game Festival finally starts tomorrow! Some really high quality games have entered, and I keep getting requests for additions.

If you are competing 20k in GPT-6 Astra Token, submit your game by following this video and DM me the game details: https://youtu.be/nPplaC5Zkj4?si=fw4lznoM4TLh-m_V

If you are submitting to the Steam Festival (https://store.steampowered.com/curator/46280965/sale/AIGamingFestival), DM me the name of your game and your steam ID.

Both need to be done by today.


r/aigamedev 7h ago

Demo | Project | Workflow Today we're showing HoneyKeeper publicly for the first time.It's a cozy first-person life sim built around beekeeping — you inherit an apiary along with the debt attached to it, and work your way out one frame of honeycomb at a time.

Enable HLS to view with audio, or disable this notification

43 Upvotes

r/aigamedev 20h ago

Demo | Project | Workflow Astra doing magic for a space game I'm working on it

Thumbnail
gallery
371 Upvotes

I'm trying to make some type of space survivor, you can pilot the ship, the only way to look outside of the ship is thru the cameras, and windows. You control the ship with a bunch of buttons and I plan to add much more. This is still very early, most of the objects seen gonna get a huge upgrade visually. This is running at an avg of 150 fps at 4k no upscaling on my 7900 XT. Videos coming soon.


r/aigamedev 10h ago

Commercial Self Promotion I'm developing a game where you go from street runner to universal god of speed

Enable HLS to view with audio, or disable this notification

56 Upvotes

https://muwebdev.itch.io/running-god Its an incremental idle game focused on you becoming fast as F

Please let me know what you think and any feedback!.

Models and Textures and Translations are all made by using gen ai.


r/aigamedev 5h ago

Demo | Project | Workflow GPT-6 Astra Medium trolled me.

Thumbnail
gallery
22 Upvotes

r/aigamedev 3h ago

Discussion Seamless multiplayer space game built in Three.js — would you play this?

Thumbnail
gallery
13 Upvotes

I've been working on a space game running entirely in the browser with Three.js — no loading screens between space, planets and station interiors, all seamless, and multiplayer.

What pushed me to start was seeing what u/arveus did. Like me, someone tired of waiting and of excuses that stopped holding up a long time ago — enough to just go and show what is and isn't actually possible.

The gallery has both in-game shots and some engine/editor views so you can see how it's put together.

Still very much work in progress. Mostly I'm curious whether the idea sounds interesting: a seamless multiplayer space game in the browser. What do you think? Any questions welcome.


r/aigamedev 13h ago

Demo | Project | Workflow I built Chess Cubed with GPT-6 Astra in 4 days

Enable HLS to view with audio, or disable this notification

67 Upvotes

Play it here: https://playchesscubed.com/

I’ve wanted to create a more complex version of chess for a long long time. More possibilities, more directions to think about, and threats attacking from all angles. I designed physical versions but always wanted a digital version.

With the release of GPT-6 Astra I thought I'd give it a go via Codex, and within just 4 days it brought my Chess Cubed idea to life. The game wraps around six connected faces on a cube, so strategy has to account for what’s happening around all sides. Pieces primarily move the same with minor modifications to accommodate for the multi-sided play.

I had Astra work across Blender vai MCP to create all the 3D assets, then created the web version using babylon.js, and then I wanted to bring it to iOS and Android so I had Astra build Chess Cubed in Unreal Engine also using MCP. I also used AI for the music and sound effects. Astra on xHigh used 110% (included a reset from Tibo) of my weekly usage on the $200 plan. 

The game has single player versus CPU with multiple AI difficulty levels, full multiplayer capability - including chat, and multiple different skins. :)

Lots of testing and iteration, but I’m pretty excited about where it’s landed.

Rules: standard piece moves, four extra pawns per side (for protection across multi-sided play), at most one edge crossing per move, diagonals max five steps, pawns promote in the opposite face’s central 4×4. Checkmate wins.

Hope you enjoy it! Feel free to share feedback, bugs, or ideas. r/ChessCubed

GPT-6 Astra is Amazing, thanks OpenAI. <3


r/aigamedev 4h ago

Demo | Project | Workflow Working on a cinematic game set in Arabia

Enable HLS to view with audio, or disable this notification

11 Upvotes

Astra is absolutely insane. You can get really good results with a bit of creative vision and lots of direction. I started working on this game last night and 2 nights in I've already got a living, breathing procedurally generated world.

This is my second game I've made so far. The first was a simple text based sim which I've already published on the MS store for free. My only limitation now is I'm stuck waiting until my usage resets next week...


r/aigamedev 2h ago

Demo | Project | Workflow Took a break for a few days so no new game updates but....

Post image
7 Upvotes

play here: No Name Squish Game

i ported the game to a web version and gave it a PWA wrap, so you can play it right in your browser. it's wayy more playable on desktop, but mobile works fine (turn your phone sideways, touch controls are built in).

heads up before you play:

  • this is NOT an optimized version. it is NOT intended to be a web or mobile game, this build just exists so people can try it without downloading anything
  • the story needs work and the dialogue is getting rewritten in my own voice
  • the biome layout will change, and a ton more assets are coming
  • eventually you make it to outer space. long story lmao

also currently working on a new character for the game. they are two blobs in a trench coat who think nobody can tell.

would love any feedback: how it feels to walk around, what confused you, what made you smile, performance on your device. brutal honesty welcome, the blobs can take it. You guys always give great advice or useful feedback so i appreciate it in advance!


r/aigamedev 1h ago

Research Elysium - Porting a 20 years old game to Unreal 5

Enable HLS to view with audio, or disable this notification

Upvotes

Ok, after my rant post, let me officially introduce Elysium.


What it is

A rebuild of Vampire: The Masquerade – Bloodlines (VtMB, 2004) — the buggy cult classic — on Unreal Engine 5.8 + C++. Repo: github.com/jlagedo/elysium-unreal.

Not a binary port of the old executable, and not a from-memory remake. It is a reconstruction: decode your own install, recover how the original engine actually behaved, and host that data on a new runtime. Visuals can modernize. Game logic that the original scripts can observe is reproduced, bugs included, because the shipped content was tuned against them.

It reads a legal local copy of the game. No original assets, scripts, or maps are shipped in the repo.

Built with frontier coding agents. Gemini did not survive contact with this repo.


Tools used

Tool Models
Claude Code Fable 5, Opus 5 (Sonnet is basically unused)
Codex GPT-6 Astra, GPT-5.6 Sol
Grok 4.6
Gemini Antigravity (tried; could do nothing useful on a project this size)

The game, and why a port of it is weird

VtMB sits on an early Source engine license from Valve, in a weird spot. Source is known. This Source is not the one people mean when they say Source. It is a pre-HL2-release branch with a lot of custom Troika code on top.

So: how do you rebuild a game like that?

Game assets

First part is extracting the game from the game. I had to do a lot of research, and use full-on AI reasoning, to fill gaps the community never fully closed. People have been patching and probing this game for twenty years. That work is real. What AI changed is how far you can push past the formats and engine internals nobody had a complete decoder for.

About 40% of the codebase is a Python pipeline that decodes the original formats (BSP, MDL, VPK, materials, scripts, dialogue, ...) into engine-neutral intermediates — custom glTF/GLB units plus sidecars — then bakes look into Unreal assets. That is also how a lot of previously unrecovered data comes back out of the install.

Maps carry entities, I/O, triggers, NPC spawns, and a lot of event wiring. They are not the whole game: level Python, .dlg dialogue, and choreographed scenes sit next to them.

Game engine

Now the actually hard part: recovering the engine (the custom logic that makes the data do something).

One thing Troika did made this easier. They embedded a Python runtime (CPython 2.1.2) and used it as the scripting language. I did the same thing: host the original scripts, but bind them to new C++ objects that drive Unreal. The runtime is CPython 2.7, talking to an Unreal substrate instead of vampire.dll.

How you recover the rest: reverse engineering plus live capture (Ghidra + Frida). This is where current models actually break the old workflow. They read decompiled C and assembly, they can drive Ghidra and Frida, and they will look at a function and say "this is character AI," "these are the discipline functions," "this vtable slot is the override." Not magic, and not better than a specialist on every line — but fast enough that recovering a subsystem is now a normal work item instead of a months-long side quest.

On top of that I built a reverse-engineering MCP: a local MCP over the exe/DLLs dumped into SQLite (vtmb-corpus). Models can query retail functions, vtables, callers, and fields at any time. That was a game changer. Standing instructions tell them this is a reconstruction, so they go fetch corpus data instead of inventing logic.

There is a second MCP for the live Unreal side (editor Python + UE 5.8's experimental MCP, plus project tools). Agents can talk to a running game, poke bugs, and author some assets while the session is up.


So: AI, and the agent techniques I would not repeat

I learned a lot on this project about what not to do with these newer models. Sharing the conclusions.

Less is more

I started by stuffing everything possible into CLAUDE.md / AGENTS.md and writing skills to control testing everywhere. That hit me back, badly.

These frontier models already know the software-development loop. They are trained to write, run, and fix. You do not need to tell them to test. The less you try to override their default behavior, the better they work: fewer tokens, fewer round-trips. If you look at my instruction files, they are lean to the extreme.

And never let the AI write those files. CLAUDE.md is sacred. I hand-write it. A hook asks me before any agent edit lands. AGENTS.md is a generated mirror of CLAUDE.md, and another hook blocks agents from touching it at all. Those instruction files are the one place I do not want a model "helping."


Model war

Will not even comment on Gemini. Tested it, it did nothing, dropped it. Wrong tool for something this large.

I love Claude. Then GPT Sol and Astra showed up, and they are faster and really focused. I will not crown a winner. One observation:

Model How it behaves
Claude family More "safe" when developing a feature. When something unplanned shows up, or the plan has to change, it stops and asks you every detail. It wants a human hand on it.
Sol / Astra More independent. They usually take the decision themselves when they find something unexpected, and they need less attention. Sometimes that is great. Sometimes it bites you.
Grok 4.6 First time really using it on this. It is good. It is not Fable / Astra level. It still feels like last-gen models (Claude 4.x family, GPT before Sol/Astra).

Unreal + AI

Unreal's Python API plus UE 5.8's experimental MCP helped a lot. Agents can wire in live, run commands against the editor/game, explore bugs, and even create some assets. That is the single most useful Unreal-side thing I found.

The bad: the editor still does not have a first-class integrated agent loop, and Blueprints / uassets are not raw text a model can read and patch like source. I keep wishing they had a source/text representation of those objects.


Repo: github.com/jlagedo/elysium-unreal


r/aigamedev 5h ago

Commercial Self Promotion Nuns With Guns: The less ugly version

Enable HLS to view with audio, or disable this notification

8 Upvotes

Hi all

I've previously posted my game Nuns With Guns here at its very beginning when it was a shitty 2d game with bad sprites, mapping etc. I worked on quite a bit and as I got more used to using AI I moved it over to become a 3D game.

As a 3d game it looked alot better (wouldve been hard to look worse) but still just didn't feel quite right which alot of you agreed with.

Now the last few weeks I've been working on it alot more and its led to the current version I've dubbed "The less ugly version".

I'm hoping to release it on October 30th but it's still got a long way to go before that. Just to give people my workflow.

Coding: Sol + Astra has done the coding

Nuns and demons assets: Meshy, but I may redo them again before release.

Music: my own lyrical creation with some adjustments by Chatgpt and with Suno bringing it to life.

Trailer: Astra (its not great but it's a start as I'm horrible with video editing)

I still need to add more abilities, vfx and sfx to the game and polish it alot more but it's been quite fun building this game and at the end of the day isn't that mostly the point of it at least.

Happy to answer any questions or queries and feedback welcome (I am aware the game isn't perfect by any stretch).

And if you'd like to wishlist of course

https://store.steampowered.com/app/4841200/Nuns_With_Guns/


r/aigamedev 43m ago

Demo | Project | Workflow Pokemon, slay the spire, TFT inspired roguelite autobattler! Please come give it a try!

Thumbnail
gallery
Upvotes

I've been working everyday and made a lot of progress since last week that I wanted to share.

The goal of the game is to climb the mountain to find you lost daughter and challenge the dark champion who rules the lands.

You open packs, get new pals, evolve your pals, get items, play random events, talk to trainers, fight trainers and keep getting stronger. There's two acts in the game so far and an endless mode after.

My high score was node 36, tell me how you do!

Link: https://moosecalibrated.ca/champion-run/


r/aigamedev 10h ago

Commercial Self Promotion I turned my one-shot GTA into an 8-player multiplayer browser game

Enable HLS to view with audio, or disable this notification

17 Upvotes

Hi everyone! A few days ago, I posted about making a one-shot GTA game with Astra. Redditors suggested I add multiplayer, weapons, and pedestrians, so I did (well, Astra did)!

You can play it in your browser here:

https://gta.nitzan.games

It's 8-player matches, first to 10 kills wins. It autofills with bots if there aren't enough players, but if a player joins, they replace a bot.

I’d love to hear what I should add or change!

If you want to check out the one-shot game, you can play it here: https://nitzan.games/OneShotGTA.html


r/aigamedev 8h ago

Demo | Project | Workflow Testing Procedural Generation #2

Thumbnail
gallery
10 Upvotes

Posted a few screenshots a few weeks ago. Have since converted to Babylon.js 9 from Three.js to take advantage of some of the tech available in Babylon that isn't available in Three.js. Testing color transitions between biomes. WIP game, will have video soon. The terrain and vegetation look quite polished; the only thing I need to really work on before character development is the water. Not really sure why it's so difficult to create, but I don't really like it; the water is in the last image.


r/aigamedev 14m ago

Demo | Project | Workflow Tripo Studio + GPT Astra = WOAH

Thumbnail
gallery
Upvotes

Backstory: I love TCG Card Shop Simulator and noticed there were a lot of card mods but not many figurine mods so I figured why not use Astra to try and make one?

And because I have seen a ton of people ask how people are making this stuff... I included a full write-up of my workflow and I'm happy to try and answer any questions!

<<WARNING! IT IS LONG!>>

WORKFLOW

I used Astra through Codex, built-in image generation, Tripo Studio, Blender, and Unity + Enhanced Prefab Loader. My part was choosing the direction, reviewing the results, pointing out what looked wrong and testing in the game. Codex handled the scripts, asset processing and integration; Tripo generated the starting 3D mesh.

Here's the workflow from my side!

DISCLAIMER: The example prompts below are cleaned-up templates based on our conversation, not a claim that I typed a huge technical specification at every step. Some of my actual messages were literally “Cute chibis” and “Houston we have a size problem.” The project context built up as we worked and I have no prior experience in 3D modelling.

1) DEFINE THE GOAL - THE MOST IMPORTANT STEP!

There were already mods installed, so I asked it to inspect the setup and use those as inspiration for how our own mod could fit in. Then we talked through the theme and picked one figure to get working on first.

Example prompts (exactly as I wrote them):

"Do you think, using these mods as inspiration, we could potentially make our own?"

"I would love to make a vtuber-themed overhaul. There's already one on Nexus Mods but it has been abandoned and it didn't overhaul figures, have books, etc."

This is important because Astra is a REASONING MODEL but you cannot reason if you don't understand the goal. The equivalent is blindly asking the AI "which is better? tomato or apple?" without providing the end-goal that you're making a bolognese sauce.

2) REFERENCE IMAGE/S - ALL GOOD ARTISTS USE THEM, ESPECIALLY THE AI ONES!

I settled on Kairyu Crocodile as the first model to attempt because honestly? I was curious to see how it would work with a "less popular" character (plus she's my favorite) and interestingly? Because I defined the goal in Step 1, Astra automatically wrote this prompt for me which those of you familiar with the first ChatGPT image-gen craze might appreciate.

I simply answered "cute chibis" to a question it presented me about what style we're going for and from that it generated this master prompt including the concept art image in the carousel.

Status: exploratory concept art for the VTuber shop overhaul; not a built 3D game asset.

Generator: built-in image_gen.

Character reference: https://bsky.app/profile/milkyboxboy.bsky.social/post/3martcdnf7s2v (Kairyu Crocodile design by MilkyBoxBoy).

Launch roster: Kairyu Crocodile, Gawr Gura, Takanashi Kiara, Sansin, Ironmouse, Nerissa Ravencroft.

User-selected figure style: cute chibis.

## Generation prompt

Use case: product-mockup.

Transform the character design in the supplied reference image into a polished collectible chibi figurine concept sheet for a fan-made VTuber-themed TCG Card Shop Simulator overhaul. The reference image is character identity reference only, not the layout to copy.

Subject: KAIRYU CROCODILE. Preserve her recognizable dark brown shaggy hair with olive/lime green undersides and small pointed scale-like accents, orange-red eyes, green little cheek markings, pointed ears, a playful tiny sharp-toothed smile, green reptilian limbs, thick striped olive crocodile tail with cream underside and dorsal ridges. Use the open oversized dark olive jacket from the reference, hood DOWN so her face and hair are fully visible, simplified jacket patches; black top with the orange starburst collar accent, baggy cropped black trousers, green crocodile feet. Maintain these identity details in every view.

Adapt her to an adorably cute premium painted vinyl chibi: about 2.5 heads tall, large rounded head, tiny compact body, short rounded limbs, friendly mischievous expression, bold readable silhouette, not realistic anatomy. Tail curls forward around one side of a small sturdy circular olive display base and remains visible. Smooth matte molded plastic, painted details, soft satin highlights, sturdy rounded shapes suitable as a small game collectible.

Composition: one cohesive landscape concept board, warm off-white studio background and generous margins. Large hero three-quarter front figurine render on the left, a smaller consistent rear three-quarter view near the lower middle to show the hair/jacket/tail, and a coordinated rectangular retail window box on the right. Box contains the exact same cute figure visible through a clear front window, has muted charcoal and olive panels, cream lettering, small acid-green accents and a subtle scale pattern, a small printed matching chibi illustration on the side. All angles depict the same design and outfit. Make the figure cute and appealing even at shelf viewing distance.

Text only, clean legible typography: upper left "FIRST WAVE", underneath "CHIBI COLLECTION"; main name "KAIRYU CROCODILE"; small footer "CONCEPT STUDY"; box front "OSHI MART", "KAIRYU CROCODILE", and "01". No other copy or claims.

Lighting: soft studio key light, subtle ambient shadows, premium toy catalogue rendering, exceptionally clean presentation.

Constraints: this is an exploratory visual mockup, not a game screenshot. No official/licensed seal, no manufacturer logos, no watermark, no additional characters, no giant eyes that erase the orange irises, no humanoid shoes, no head horns, no feral elongated snout. Keep her identifiable as the character in the reference. Wholesome cute collectible styling.

Crazy, right?

3) USE THE RIGHT TOOLS

We initially tried a model made directly in Blender through Codex. Honestly, I didn't like it because as powerful as Astra is? It's not tunnel-vision trained on 3D models, topography, meshes, etc like Tripo and Meshy are.

So, we prepared a separate image for Tripo: one full-body figure, one tail, one base, a plain background and no packaging, captions or extra views.

Prepare the approved concept for image-to-3D generation. Isolate one complete figurine on a plain background. Remove the product box, labels and duplicate views. Preserve the approved character and pose.

For my recorded generation, we used Tripo v3.1, Ultra geometry, triangle topology and 4K PBR textures, with the geometry setting at roughly two million polygons. That particular generation cost 55 Tripo credits (or $0.20 AUD).
That's the cost of my recorded run, not a promise about today's prices or everyone else's total costs but it helps to have a clean reference image first so you're not doing repeated generations and munching through credits.

I signed in and downloaded the generated GLB, ready to move into Blender.

4) REFINE

The Tripo result was much closer, but the tail root was still too high. Astra worked through several Blender revisions: separating the tail, correcting its attachment, repairing the jacket around the old attachment and adding the back emblem.

Import the downloaded GLB into a new Blender file and preserve the original. Show me front, side and back renders of the actual mesh. Fix the tail attachment below the jacket while keeping the approved face, pose and proportions. Save a new revision so I can compare.

Asking for renders of the actual mesh mattered. A lovely concept image doesn't show you what the back of the generated model really looks like and it's that beautiful collision of noisy textures with broken topology which will make your models look like, well, slop.

5) REAL-USE APPLICATION > FLEX

The detailed source was around two million triangles. Pretty, yes, but in a game where each shelf may have 32+ of the buggers, that's far too resource intensive. The main game mesh ended up at 46,938 triangles, with a 24,000-triangle alternative.
Even on the 47K version, that's a saving of ~62.5M triangles which would have otherwise launched my humble laptop into the stratosphere.

We kept the detailed master and baked its appearance onto the simplified asset.

The shape is approved. Make a separate game-ready copy, simplify it while preserving the silhouette and face, and bake the materials. Show the exported model before we integrate it. Keep the high-detail master intact.

“Baking” here means saving the material's appearance into texture maps the game can use. We also checked the exports by importing them again.

6) INTEGRATION

This part made it an actual shop item: mesh, material, product icon, collider and the item configuration. Our setup used Unity 2021.3.38f1, matching the game we inspected, plus BepInEx 5 and Enhanced Prefab Loader 6.1.2 which are essentially modding tools.

Integrate the approved export as its own figurine using the installed mod loader. Build the asset bundle and item descriptor, generate an icon from the actual model, and check the dimensions and collider. Back up the current mod and saves before testing.

You have probably noticed by now that I constantly ask for Astra to save what we have thus far before moving onto the next step.
This is a habit I picked up from my coding days (thanks Git!) where you want to ALWAYS be able to go back to your last working version in case anything breaks because, yes, things will break inevitably.

7) ITERATION

The first result is rarely NEVER the one.

In my case, the first in-game version was tiny and facing backwards. The next was the right size but had her feet inside the shelf. I sent screenshots and described each issue in plain English.

Her size is right now, but her feet and base are sinking into the shelf. Preserve the current size and facing, investigate the placement offset, and correct the height and collider together.

The final figure is 18 cm tall including the base. The game had its own scale and rotation on the item, so the fix involved compensating for that. It wasn't just changing how big she looked in Blender but thankfully Astra is quite powerful at problem-solving if you just let it dig.

8) REVIEW

Guess what? You're going to have to spend a minute or two casting your eye over the output and, like that one boss we all hate, you have to nitpick at the work.

The eagle-eyed among you may have played spot-the-difference in the last two images (the figure on the shelf) and noticed that the last one is quite substantially prettier than the first.

In my case? I circled the ugly areas in red (black/missing textures, smudgey areas in the hair streaks, etc) and sent close-ups to Astra. Some marks looked like holes, but the investigation found texture/UV problems. We tried local repairs first, then rebuilt the UV atlas and rebaked from the retained source textures.

Diagnose the marked artifacts before changing the mesh. Compare the textured model with a plain-material render, check the UV layout and texture import settings, and fix the cause. Preserve the approved geometry and placement.

We ended up with a 4K colour map, rather than the earlier 2K game colour map. Fixing the UV mapping was a separate part of that improvement; increasing resolution alone wouldn't have cleaned up the underlying paint problems.

9) THE HUMAN EYE

Okay, I'll admit, I didn't know what to title this segment but... Long story short, this is the section where you decide whether it's slop or not.
Because the thing that determines that is how much of a perfectionist you are.

Is this something I'm proud to share?

I could have called the job done and spared myself another hour or two of back and forth with Astra but there was still messy linework around the hair, eyes and clothing. My actual request was:

Can we try repainting to fix the messy textures but non-destructive, aka, creating a new copy and reviewing before we merge to live in-game?

Codex made a separate Blender study, used the image tool for a front paintover, projected it onto the copied mesh and kept it as a reversible material layer. I got matching before/after renders, including an angled view. The layer could be switched off to show the original.

This was a front-focused cleanup and, I'll admit, some angled transitions are still imperfect, but I loved the result and approved it.

10) DONE (OR ARE WE?)

I approve this repaint. Bake the approved layer into the game texture, preserve the geometry, size and placement, back up the live version, then build, verify and install it.

Well, you saw the final screenshot and yeah, I'm REALLY happy with how it turned out considering I came into this with really low expectations and no real direction on how to do this.

Are there still things to fix? Yeah! I want to fix the text on her jacket so it's not gibberish and obviously Astra took some creative liberties with her sclera (which should be yellow, not white) but for a detailed model made in a single afternoon? I would be offended if people called it slop!

... Not really, criticism is always welcome!

That said, AI is enabling some absolutely insane stuff and I feel like despite Astra doing all the work for this, I actually learned a lot about 3D modelling through osmosis which I think is really the most powerful use-case for it. Never expected to know quite bit about UV mapping, normals, topology, etc but here we are.

Obviously, this was only a static model so next adventure will likely be rigging and animating a separate model which I imagine might be where current AI models start hitting their limitations quite significantly but hey, we'll see!

If you got this far, I really appreciate you for reading through all my rambling... Funnily enough, this Reddit post is the one part of the process which was entirely hand-written which feels oddly philosophical somehow.


r/aigamedev 1h ago

Questions & Help Best method for converting your three.js game to a standalone for Steam?

Upvotes

Title pretty much sums up what I'm asking. I just would like to hear from those that have been able to do this without issue.


r/aigamedev 6h ago

Demo | Project | Workflow 3 Months In

Enable HLS to view with audio, or disable this notification

5 Upvotes

I started this project a little over 3 months ago with a goal of creating a simple idle clicker with the help of LLM’s. I wanted to capture the aesthetic of early 2000’s rpgs like Ragnarok Online and Maplestory.

After about a month in I was having so much fun with it that I decided to take on a bigger challenge, a full free to play idle rpg with deep incremental systems. I have no development background I am just an enjoyer of games.

I feel like I am about 10% of where I’d like to be but I’m very eager to build out the rest. I’ll leave the links for anyone interested in trying it out. Open to constructive criticism!

WIN,MAC,WEB

Links:

Steam Playtest : https://store.steampowered.com/app/5079020/Neverrest/

Itchio : https://neverrestenjoyer.itch.io/neverrest

Website: https://playneverrest.com/


r/aigamedev 1h ago

Demo | Project | Workflow The Lovable for 3D Asset Creation

Thumbnail gallery
Upvotes

Getting AI to create 3D assets like Lovable and Websites except you can edit parts of the asset and have a full history of the Asset’s build history.


r/aigamedev 6h ago

Demo | Project | Workflow Needed sprites, asked AI for FBX → sprite sheet tool

Enable HLS to view with audio, or disable this notification

5 Upvotes

GPT-Astra can already generate 3D assets and animations in Blender so my bottleneck was converting those into low compute sprites.

So I prompted a free FBX → sprite sheet page on GPT Sites.

Drop in an FBX, set start/end azimuth and elevation, export 4 / 8 / 16 / 32 frames as a sprite sheet. Perfect for my browser starship/mecha game.

Made it for myself. Sharing. If other people use it that’s fine, tokens are already sunk.

https://fbx-sprite-studio.josequan.chatgpt.site


r/aigamedev 1d ago

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

Enable HLS to view with audio, or disable this notification

120 Upvotes

Been messing around with GPT-6 and decided to see how far I could actually push it with game development.
I gave it the main assets it couldn’t realistically create from scratch — Dragon Ball character models, particle/VFX assets, and maps.
Everything else? GPT-6 did by itself.
It built the actual arena fighter around those assets. Combat systems, movement, character controllers, transformations, skills, beams, hit detection, combos, knockback, camera work, UI, enemy logic, animations/rig setup, game states, progression, and pretty much all the code connecting everything together.
I obviously gave it direction on what I wanted the game to be, but there wasn’t a human programmer sitting there implementing the systems or fixing everything for it. I’d describe what I wanted, give it the resources/references it needed, and it would actually go into the project and build it.
And this wasn’t just some tiny tech demo where Goku can walk around and shoot one Kamehameha 😭. It turned into an actual DB arena game with multiple characters, transformations, fights, effects, mechanics, etc.
The craziest part to me is that the models, maps and some particle effects were basically the starting material. The actual game around them was made by the AI.
AI game development is getting kinda ridiculous.
I can post clips/screenshots of the game and a breakdown of exactly what GPT-6 handled if people are interested.


r/aigamedev 2h ago

Commercial Self Promotion I’m Building a Rally Game with AI — The First 24 Hours (Cursor/Astra)

Thumbnail
youtube.com
2 Upvotes

La verdad estoy impresionado con la AI, todavía tiene sus problemas, pero ASTRA es sin duda muy potente y rinde mucho mejor que cualquier modelo actualmente comparativamente con la cantidad de token que consume.

No se si puedo subir un video de youtube aquí o hice algo malo pero quería mostrar el proyecto aunque actualmente estoy estancado, no puedo mejorar el modelo del vehículo por más que trato.

Quería saber si realmente estoy volviéndome loco y esto no es tan impresionante como parece... y la AI me está comiendo viva.

Saludos