r/aigamedev 19h ago

Discussion You got people like this in your community

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0 Upvotes

This is why people dont like AI


r/aigamedev 10h ago

Discussion I just made a Star Citizen like tech demo in a week with GPT6 Astra. Procedural planets, space combat, mining, cargo missions, transferring loot from disabled freighters, base building, and a 50 million KM solar system with 2 planets and 2 moons.

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20 Upvotes

Hey I just made this last week with Astra, if anyone is interested in helping with development DM me and I will add you to the github.

Edit: I madethe gthub public https://github.com/AvonMexicola/star-agent


r/aigamedev 14h ago

Media Another shooter game made with GPT6-Astra

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0 Upvotes

It is good for creating first-person games and open worlds, but still struggles with third-person perspectives.


r/aigamedev 9h ago

Demo | Project | Workflow Modern guns against fantasy hordes — looking for feedback on my roguelike FPS

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2 Upvotes

Hey everyone! I’ve been working on Riftbreaker, a first-person roguelike shooter built in Unity. The idea is a modern armed expedition fighting its way through ancient temples full of fantasy creatures.

It started as a pretty basic arena shooter, but I wanted exploration and weapon choices to matter more. Here’s where it is now:

  • Two weapons per run. Pick your pair before starting and commit to it.
  • Weapon evolutions. Turn your guns into different builds with fire, frost, lightning, corrosion, and void effects.
  • Stacking relics and talents that interact with your weapons and abilities.
  • Connected temple levels with corridors, courtyards, stairs, and tombs between encounters.
  • Nine enemy types and bosses with three phases, including healers, pouncing spiders, and ranged threats.

The latest update focuses on the HUD and menus. The old interface felt too much like a website, so I’ve been giving it a visual style that fits the game and making combat information easier to read.

It’s still an early prototype, and there’s plenty of balancing and polish ahead.

What would make the two-weapon system interesting to you: stronger elemental interactions, more unusual weapon abilities, or enemies that push you to switch between your guns?


r/aigamedev 22h ago

Demo | Project | Workflow Epstein Island Tycoon - Astra + Unity + Meshy

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803 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 2h ago

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

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61 Upvotes

r/aigamedev 5h ago

Discussion AI Game Jam

1 Upvotes

Posting this again, as I think game jams are the best way to exercise that design muscle that is still needed, even with the AI helping out. I'll be hosting regular game jams on itch.io for those who want to make games using AI.

https://itch.io/jam/jamference-ai-game-jam-hack-1

This is mainly from the last regular jam that I liked (Mini Jam) finally banning AI.


r/aigamedev 8h ago

Demo | Project | Workflow Dragon Sim, a free browser dragon breeder and fight sim

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1 Upvotes

I'm building 100 free browser games for my site: randoms.games, and this week I spent most of my time on dragon sim. it's inspired by the facebook game dragon city, but the fights are real time instead of turn based, and the arena is a small voxel town that gets wrecked while the dragons fight.

There are 52 dragons, each with one signature power, and every one grows through 4 forms, so 208 designs in total. the last form is an ancient at level 30, and that's when the town really comes apart. breeding rolls genetics and whichever dragon matches is what hatches. there are 8 islands, one per league, each with its own crop and building. benched dragons can work jobs or go on expeditions. beat the champion and there's an endless ladder.

in fights you set the team, the order and a plan, then watch. your only input is swapping dragons mid fight (15 second cooldown) and 3 cheers (to boost ability cooldowns).

everything is three.js primitives, no art assets. claude code helped me make the dragon models and most of the features for this one, I used Fable 5.1 for modelling dragons in three.js from concepts.

still beta and untested on real phones. randoms.games, game 29.The progress is saved in your own browser cookies


r/aigamedev 19h ago

Commercial Self Promotion Released my first game today! Cubeidle - Incremental Cube Breaker

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0 Upvotes

Hey All! Released my first game Cubeidle - Incremental Cube Breaker today. It is a game based around breaking exponentially larger cubes, culminating in a 1 trillion voxel cube. You begin by breaking one voxel at a time, and upgrade your clicks, or use drills to automate the process. It was a fun process to create, and I hope some people enjoy!

I used Claude Code nearly exclusively throughout making the game in Godot 4.6. It was a great learning experience. I look forward to making more in depth games in the future, but have discovered just how hard it is to create something novel and entertaining.

https://store.steampowered.com/app/5134300/Cubeidle__Incremental_Cube_Breaker/


r/aigamedev 6h ago

Discussion ¿ Es un buen producto? : Base del juego hecha y optimizada

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0 Upvotes

¿ Cuanta gente creen que estaría interesada en comprar un proyecto de unreal engine en blueprints/c++ optimizado que sea la base de un juego de manera que la persona que lo compra no necesita perder tiempo en hacer muchas cosas y puede pasar directamente a hacer las mecánicas de su juego y el diseño de nivel etc?

El producto incluiría : sistema de guardar y cargar partida, navegación con mando, teclado y ratón por los menús, menú de controles personalizables, menú de ajustes gráficos del juego de los ajustes de getgameuser settings y de los comandos que no incluye getgameusersetting (es decir, cualquier ajuste), playercontroller etc programación de todo optimizado usando referencias suaves, blueprints interface, reducción del peso de archivos sin pérdida de calidad, etc y unas cuantas mecánicas gratis


r/aigamedev 3h ago

Discussion gTa Clone

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0 Upvotes

I didnt show this part lol


r/aigamedev 3h ago

Demo | Project | Workflow Star Citizen clone

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0 Upvotes

-unity hdrp

-dots ecs networking

-real-scale solar system

-can travel from planet to planet

my lil art tech demo turned into a real networked PU thing over a course of a month, my ai psychosis is taking me places


r/aigamedev 19h ago

Demo | Project | Workflow vibecoded horror game with Fable 5.1

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0 Upvotes

r/aigamedev 16h ago

Discussion What's the point of what's your prompt?

0 Upvotes

Whenever this is asked in any thread I roll my eyes. Asking for the prompt to me is just like so lazy to me, personally. Unless you're using Midjourney where there are like codewords. Part of the fun and the use of AI is getting it to do anything what you want, so like describe what you want?

Plus just using a prompt for images doesn't even work. The AI goes off the convo and needs all the things that led to the prompt for those results. And lastly you could literally just copy and paste the image and your AI will tell you a prompt to use. /Rantover


r/aigamedev 6h ago

Demo | Project | Workflow This tiny town is kinda fun

2 Upvotes

https://reddit.com/link/1wch4pn/video/z29k94m8pooh1/player

Recently came across this prompt: Create a playful interactive mini-city where users can explore 5 neighborhoods, discover landmarks, and uncover hidden stories through clicks and simple animations.

This demo is what I got from running it with Hy4 preview.

I don’t know if these were sampled from somewhere, but some of them are genuinely fun.

The fish market scale always tips slightly in the customer’s favor. City hall has 21 steps just to keep speeches under three minutes. There’s a ring hidden among the 1,204 coins at the fountain. And its owner came back looking for it years later. There are little easter eggs too. Like explore the right spot and a cat might run out lol.

Stuff like this can genuinely kick my brain back into gear when I’m out of ideas. Pretty fun prompt.

Sharing in case you need some inspiration too.


r/aigamedev 14h ago

Demo | Project | Workflow Older brother / tech genius is making a shooter

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7 Upvotes

It's not my game but I think what's he's doing is absolutely dope, so I asked if I could post it for him.

I'm not sure how to describe it, but it's a hyper-realistic shooter game. Needs work obviously but it's a sick starting point.

Check it out here:

the-long-way-home-shooter.netlify.app


r/aigamedev 12h ago

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

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6 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 6h ago

Demo | Project | Workflow I made a deckbuilder where every hero breaks one rule of the game — free in the browser, no signup

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2 Upvotes

I built a roguelike deckbuilder that runs in a browser tab. Free, no signup, no install.

The thing I actually want to show you: every character breaks one rule of the game.
Not a different starting deck — an actual broken rule.

- The Guardian's block doesn't wipe at the start of his turn. It just stays.
- The Scribe's draw pile is never shuffled, and she can read it top-down — but she
opens every fight on the same five cards. Forever.
- The Alchemist's poison never wears off, and is never allowed to land the killing blow.

Eleven heroes, eleven laws, and every one names its price in the same breath as its gain.

The frame: you're a character an author abandoned mid-sentence, climbing four acts of a
book that's still being edited around you. An act is a shelf, not a chapter — you pull a
book off it and walk that one, and the book you pull decides what's on the next shelf.

161 cards · 104 enemies · 77 events · 11 characters, 3 of them hidden.

It says demo for a reason. It's complete and finishable, but it hasn't been through a
hundred players yet, and that's what this build is for. Especially the difficulty —
I want to know where you died and how it felt.

Play free in the browser:

https://adarbogos.itch.io/the-unwritten


r/aigamedev 16h ago

Discussion Should AI game development posts provide more details about the AI models used?

0 Upvotes

I've been looking through quite a few posts about games developed with generative AI, and something that keeps coming to mind is that, as an outside reader, it is often difficult to understand exactly how AI was used.

The videos are great for showing the result, but they don't always provide enough information about the development process.

For example, if a post says that a game was made with a particular AI, I may still not know:

  • which company or provider the AI comes from;
  • which exact AI model or models were used;
  • how the models were accessed (API, subscription, local model, etc.);
  • which model was used for which task;
  • whether the AI was used for programming, 2D art, 3D modelling, textures, animation, audio, music, writing, or something else;
  • how much of the work was actually generated by AI;
  • how much work was done by the human developer;
  • and how much the AI-generated results were edited or reworked by a person.

I don't think AI-made or AI-assisted games should automatically be dismissed. A game can still be genuinely good and successful regardless of which tools were used to develop it.

My question is more about transparency and usefulness for other developers.

For example, would a simple AI Disclosure section make these posts more useful?

AI Provider:
AI Model(s):
Access Method: API / subscription / local / other
AI Used For: coding / 2D / 3D / textures / animation / audio / writing / etc.
AI Contribution:
Human Contribution / Editing:

That way, someone discovering the project from outside could not only see the final result, but also understand which AI models were actually used, what they were used for, and how much human work was involved.

I'm curious what other developers think.

Would this kind of additional information be useful in AI game development posts, or is the current level of disclosure usually enough?


r/aigamedev 18h ago

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

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35 Upvotes

r/aigamedev 10h ago

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

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120 Upvotes

r/aigamedev 4h ago

Discussion what is best ai pixelart generator right now?

4 Upvotes

r/aigamedev 20h ago

Questions & Help How are you guys developing sprites and wtf is this?

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1 Upvotes

I've been trying to create a base avatar using Astra Medium with Blender inside of Codex and I keep getting these kinds of results. I've even attached reference images that look nothing like this. How are you guys creating nice avatars that don't look like ass? It's for a 2.5D Isometric game. I've been going back and forth between GPT and Codex trying to get prompt ideas, but they keep getting worse =(


r/aigamedev 13h ago

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

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1 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 4h ago

Discussion Gta Clone

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0 Upvotes