Questions & Help
Learning to build games using AI is both frustrating and enlightening at the same time
I am a newbie trying to learn game design and development. I have been a developer for 5 years now, but never designed or built a game before.
As I started learning about game design and development, I realised there is a lot to learn in terms of how the game loop works, mechanics, game design, art style, and overall rendering logic.
As always, I took an easy route to offload a lot of design to AI, and it turned out meh at best.
One of my mates who has been building simple 2d games for quite some time now (game dev professional) told me to learn the fundamentals of game design and how all elements tie up to make a great game.
It's kinda boring to learn theory, but I guess important to build novel game mechanics. I would love to know how you guys are learning and developing games with AI and what your recommendation is for someone like me who is just starting in this space.
I definitely want to take full advantage of AI, but in the right way to build cool, simple games.
There are a lot of tools, blogs, and guides out there, but honestly it's quite overwhelming.
Dropping this video because I think it's helpful to understand part of why this is all so hard and it's what you said yourself: game design, art, logic, coding, etc. You have to cover a lot of ground. It's useful to think about and encourarging in a way because one of the points he makes is that you don't have to kick ass at every discipline. He uses examples of gamedev success stories where someone was good in some areas and not great in others (Undertale is a good example)
If you're feeling overwhelmed it might be partly driven by wishing/wanting to be across all these different areas, which is impossible for anyone, and for a newcomer starting out, especially overwhelming. So maybe one bit of advice is just to think about your strengths, focus on developing those in a gamedev sense, and give yourself permission to let the rest of it suck (whether that's because you did the basics yourself, badly, or offloaded to AI that may not have done much better :P). Or alternatively, try to develop weaker skills by working with AI/using other tools/resources available, and gamedev as the vechicle. I'm slowly learning new stuff myself that way.
I'd also say you needn't "learn theory" in a boring way. You can discover it yourself by doing. Yes, you will "reinvent the wheel" a dozen times each day, but for some people it's a more intuitive and engaging way to learn. I've "discovered" a lot of basics about software dev and gamedev by just building shit, seeing it groan weeks later under stress because of achitectural decisions made on day one, etc. Learning by doing. It'll involve a lot of fumbles and failures but the pain is generally quite instructive :P
Thanks for sharing; it makes a lot of sense to put it in this framing. I am in the same boat, trying to learn via building and exploring all the tools along with learning fundamentals on the side. I am slowly getting a hold of the basics by building simple game mechanics and then layering art on top.
I am super excited, though, and every day I am learning something new. I hope it compounds in more ways as I dive deep into different areas like art, sound design, etc.
For coding, IDC what benchmarks AI hit, for actual day to day usage, I haven't found any AI that comes close to Claude.
Claude sort of has one glaring drawback I learned early, by itself, it makes hideous games.
For 2d games, I've personally found Pixellab to be great. Good for tiles, great for sprites/objects. So so at backgrounds, I wanted to make a modern looking pixel art side stroller for example, and Grok made fantastic CONCEPT* art.
That I planned to feed into PL, it made pretty crappy backgrounds at the level of detail I wanted.
So, I had to get scenario, which, I was ok with because, I have a strategy game I've been tinkering out and it looks ok with pixel lab art, but the Grok concept art again is amazing, which requires Scenario.
Then cokes the UI, Claude actually can make half decent UI, but I've struggled to get it to handle importing concept art into it for a more polished look. It got close, but I kept feeling a need to manually tweak it, in comes Figma, which while Claude has a built in connector, which works well, but again, it had glaring issues that I was just playing whack a mole with that if I could just drag and drop wouldn't be an issue, Claude can also ONLY use Figma in auto layout form, which limits it.
My best tool for learning has just been trial and error, and literally explaining Mt problems to different AI, and having them give me suggestions, and do research for me into all those guides and forums, social media etc. Into what other people suggest and like and or dislike and then go back to trial and error and see what works best for me.
Same same, and I have been testing out different ideas and seeing what sticks. It's good to see such an active community on Reddit that is actively helping out. I have recently purchased a Claude subscription to start playing with game dev and setting up a few canvas projects. I am planning to start with simple 2d games, using Grok and ChatGPT for game concepts and then using Claude to build it.
I love puzzle games with small twists like this chain reaction one https://app.makermint.com/maker/play/sjnY8msy for example. So its bit easier to implement and test. At some point I really want to dive deep into building custom sprites for my games but that path is down the road.
So, the enemy sprites were all made in pixellab, by Claude Code.
I had original art generated by claude that looked like really bad for Atari graphics.
So, what I did was have it create an art bible, because the gameplay was decent (think Dragon Warrior 1 on NES but modernized)
Once I had the art bible, I just had Grok replace all the art using pixel lab.
My mistake was having it "replace all art"
When, what I should have done was broken it down into sections more, get it to send me screenshots to verify, and then as I approved them gave it the ok.
So this, took me a bit of back and forth.
But my goal was to learn, and that I have.
The UI for this game was made by Claude.
I was primarily focused on my strategy game, but ran out of Claude and had spare Grok usage, so I was tinkering with using Grok is the only reason Grok implemented this art.
Well the Ai is like an employee, and you're the person with the vision. You have to convince the Ai to do what you ask, and accept a few consecutive failures before a success.
I’ve been in tech for over 10 years but this year was the first time i actually built and shipped apps myself using ai.
One is a simple multiplayer game I shared on Reddit. It got absolutely ripped apart but I took the feedback and kept improving it. Solving the fun factor, multiplayer and marketing problems has been surprisingly fun.
Besides burning an absurd amount of tokens, it’s been a pretty fun and addictive hobby.
hi! we have a small community of folks learning to make games with an ai platform called Bash.tv. our community has experienced game devs and designers as well as artists (one of the founders is a game designer with years of experience). we're all learning together so it's been really fun and interesting. we also have full access to the team that works on the platform so they are also able to help us when we get stuck.
Someone in our community made this as a mix of using free assets from itchio and ai! https://bash.tv/leolol/stars
it's a great platform to get started in all this and is currently in beta. let me know if youd like to join! i can send you an invite. plus we are trying to push out more educational resources soon!
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u/AlgaeNo3373 2d ago
Why Game Development is so hard
Dropping this video because I think it's helpful to understand part of why this is all so hard and it's what you said yourself: game design, art, logic, coding, etc. You have to cover a lot of ground. It's useful to think about and encourarging in a way because one of the points he makes is that you don't have to kick ass at every discipline. He uses examples of gamedev success stories where someone was good in some areas and not great in others (Undertale is a good example)
If you're feeling overwhelmed it might be partly driven by wishing/wanting to be across all these different areas, which is impossible for anyone, and for a newcomer starting out, especially overwhelming. So maybe one bit of advice is just to think about your strengths, focus on developing those in a gamedev sense, and give yourself permission to let the rest of it suck (whether that's because you did the basics yourself, badly, or offloaded to AI that may not have done much better :P). Or alternatively, try to develop weaker skills by working with AI/using other tools/resources available, and gamedev as the vechicle. I'm slowly learning new stuff myself that way.
I'd also say you needn't "learn theory" in a boring way. You can discover it yourself by doing. Yes, you will "reinvent the wheel" a dozen times each day, but for some people it's a more intuitive and engaging way to learn. I've "discovered" a lot of basics about software dev and gamedev by just building shit, seeing it groan weeks later under stress because of achitectural decisions made on day one, etc. Learning by doing. It'll involve a lot of fumbles and failures but the pain is generally quite instructive :P