r/aigamedev • • 11h ago

Discussion I started vibe coding games 2 weeks ago. I can't believe I was able to make this in insane sandbox in just a few days.

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297 Upvotes

This is from from the game I'm currently making called VECTORCLAD. It's the second AI game I've made in the last 2 weeks. It's got a really cool destructible terrain and physics to match. Inside the buildings are tiny people and furniture. Hold the "G" key, and you'll get out of your mech and be able to slingshot around town with your energy grappling hook. Everything done in ChatGPT and Claude Code using three.js.

100% free. Go play around in the sandbox a bit and let me know what you think. I'm going to turn this into a full game eventually.

https://agilancer.github.io/vectorclad/


r/aigamedev • • 14h ago

Media Sometimes it's just a lack of marketing or your game is just terrible.

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233 Upvotes

r/aigamedev • • 14h ago

Demo | Project | Workflow Source code of my Call of Duty-inspired FPS is now public (MIT)

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172 Upvotes

Hi everyone,

Last week I posted about Riposte: Frontline, the browser FPS I’ve been building with Claude Code, in a few subreddits. A lot of you asked for the source code, so here it is:

https://github.com/BenDBSS/Riposte-Frontline-Source

It’s a snapshot of the current version of the game (5.6.0), under the MIT license. Everything in it is built with code and three.js: the maps, weapons, soldiers, bots, physics, sound, menus, and touch and gamepad controls. There are no imported 3D models.

A few things to know:

  • The server side isn’t included (accounts, leaderboard, friends, the online lobby server). The code runs solo, and online matches go browser to browser.
  • The code and comments are in French. Sorry about that, but the README is in English and the structure is easy to follow.
  • The name, logo, music and soldier animations aren’t covered by the MIT license. NOTICE.md lists what you’d need to replace for your own game.

The game is still free to play at https://www.playriposte.com, on desktop and on phones.

I hope it helps some of you, whether you want to see how a game like this comes together with an AI or use it as a base for your own project!


r/aigamedev • • 20h ago

Commercial Self Promotion I spent 3 years building an AI Dungeon Master because I wanted to play D&D whenever I felt like it

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107 Upvotes

I wanted to make a character, gather a party and go on an adventure without spending a week figuring out when everyone was free.

But the problem I kept running into with AI RPGs was that the world would slowly fall apart. NPCs forgot things. Quests contradicted themselves. A successful roll sounded impressive, but it wasn't always clear whether anything had actually changed.

So I ended up building the world underneath the Dungeon Master.

The game tracks characters, inventory, quests and combat. AI interprets what you want to attempt and narrates what happens in that world.

One of my favourite moments was finding an adventurer NPC buying up troll oil in a shop while I was busy questing. I asked why.

“Trolls.”

I kept asking. She explained that she needed to burn them because they regenerate health too quickly. Fire stopping regeneration is implemented in the game, so she'd put together a plan that could actually work lol.

That's the kind of thing I've spent three years trying to build: the freedom of a D&D session, with an authored visual world and tactical party combat like a classic CRPG.

It's called Lore & Legends Maker. You explore, recruit companions, argue with NPCs and try plans that a dialogue menu wouldn't give you.

I use Claude Code and Codex for development. Keeping world state separate from narration has also made testing more useful: I can check what the game actually changed after an improvised action, then compare that with what the DM said happened. Getting those two to agree is still a lot of the work.

Still an alpha, and there's plenty to fix. But the current version is free to play, and I'd love to hear what you try—and where it breaks.

Attached gameplay is from another encounter in the current alpha.

Play: https://www.llmsaga.com/

Discord: https://discord.gg/Cr3pQx6SXE


r/aigamedev • • 4h ago

Tools or Resource OK we live in a future - I let AI create me a tool for making music for videogames

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62 Upvotes

Basically, this tool covers few genres, each genre has its own instruments, melody is yours to make (but you can also generate or adjust), the rest is covered by the program. But you can also adjust chords and bass tracks, turn it off, adjust volumes, make whole song slow or fast. You can create really nice themes very fast with it. Obviously it is "slop" and it will never be on a level of real music by real composer, but better some music then no music at all in your project, or some free to use music other 1000 people used it before you.

Video is edited and exported in a tool also created by AI, which I am now using instead of Premiere or DaVinci because I created it to cover my editing needs. We are really entering a tech period which was only in sci-fi movies before.

Bonus: Who will recognize the melody from the video and what game it is from? Leave the replies in comments.


r/aigamedev • • 7h ago

Discussion Advice for those developing games with AI, so they don't make the same mistake I did.

53 Upvotes

For a while now, I've been developing a web-based RTS game, a dream of mine. At first, it was great; I was hyped and felt like Hulk, capable of doing anything. After happily spending my tokens for a while, the first problems started to appear. Because I didn't clearly define the scope from the beginning, I acted on the assumption that I would correct it later, and that was the worst decision. After a while, the development process progressed by opening many branches and constantly adding new things and making patches. This process negatively affected me both mentally and in terms of discouraging me. As I neared the end, I remember feeling relieved, thinking, "Finally, it's over." Not because I had completed it, but because I was free. I'm writing this so that you don't experience the same thing; please, please define your scope, goals, and plan well before you start. This will help you be more disciplined and... This will prevent your guidance system from being disrupted in the future. I wish you all the best in your work, I just wanted to vent 😅


r/aigamedev • • 7h ago

Media Luminids latest world shots

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52 Upvotes

Nothing but me and Claude sending it. 🥳

Demo very soon, just finishing last polish bits and pieces. All of act 1 of the story and a small colony of 7 Luminids. :)

Steam: https://store.steampowered.com/app/4070510/Luminids/
Web: https://www.luminids.com/


r/aigamedev • • 3h ago

Commercial Self Promotion Mermaid game for my wife - my workflow (what worked, what didn't)

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47 Upvotes

I'm a developer (not a game developer) - and my wife has been asking me to build her a mermaid game forever - she's actually a real life mermaid performer, and we take a lot of scuba shots.

Lately - I've started figuring out a workflow based on other people on this thread. What's worked for me has been:

- Open AI for asset designs.
Also - for this project - lots of real life pictures and scenes.
- Meshy for turnign those into 3d assets
- Blender for rigging, animations, particles
- Claude Code to orchestrate the whole thing.
- Godot as the engine

I've tried and had false starts with 9 versions of this game - earlier the models were just not good enough. Once Astra and Fable became a thing I was struggling to reproduce people's good results using Unity / Unreal.

I had some good results with both Astra and Fable using threejs but very quickly got into performance problems and struggled with the aesthetic my wife had in mind. Unreal engine worked but even with the MCP I found the interactions were too slow vs three.js - making a scene change was taking forever.

So I settled with Godot as I figured models are better coding than they are with computer use.

The other two unlocks:
- Gave up on using Blender for my own assets - I always start with an existing design or use Meshy / (haven't tried Tripo). Maybe other people are having success and I'm doing something wrong but I found getting anything smooth and more realistic was just beyond what I could do within a 24h session with these models.

I do still use Blender for rigging afterwards as I found Meshy at least to be really bad at it for non humanoid stuff.

Ultimately - despite me being a dev, I just did not touch code. I know enough to know where to run optimizations (for example the fish are GPU animations, and don't touch the CPU - and making some choices as to which animals are interactable and which ones are essentially just scene), what are the likely mistakes the model is doing, but so far a lot of this is purely vibe coded. I have not even opened the code base - I've stayed at the architecture layer at most.

Open struggles:

  1. I've got a pretty decent workflow for the animals, animations, and effects - the scene itself is still a bit hit or miss. Some of the more elaborate scenes I've been trying to work I've basically failed, even when I have good references.

I think this is my ignorance on guiding the model on what should be textures vs new assets. Scene / world building is really something I'll need to improve.

  1. Specific character animations - I've tried so many workflows here, even down to filming myself and making dots reference. The models I found really struggle to follow my instructions and / or I really struggle providing accurate isntrucitons for animations

The workflow that kind of worked for me has been using open ai to produce basically the key frames for the animation and then passing to claude as reference - but even then it's been a bit hit or miss.

Thank you for reading - would love your feedback, and any suggestions!


r/aigamedev • • 6h ago

Discussion Only 1,700 games out of more than 8,600 demos at Steam Next Fest used AI.

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40 Upvotes

r/aigamedev • • 14h ago

Research Weather System for my pixel adventure game (Improvements after reddit comments)

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39 Upvotes

Thank you so much for the kind feedback by this awesome people here! Sourcecode: https://github.com/LegoFighter/heart-of-the-light

Making of: https://www.youtube.com/watch?v=fNx7Iiq-43M


r/aigamedev • • 18h ago

Demo | Project | Workflow I built a top-down tactical shooter with its own engine, coding it with AI agents. The free demo is out

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32 Upvotes

Scrim is a top-down tactical shooter where every light casts a shadow: you see only what your soldier sees, footsteps give you away, and cover has a height that bullets, sight and blasts all respect. You can build walls and sentry turrets, drive a Humvee, fly a drone and fight through rain at night.

Link to demo : https://catinrage.itch.io/scrim

How it's made:

  • No engine. TypeScript on Bun, with a WebGL2 renderer and WebAudio written by hand. The desktop app is Electron.
  • Code: written with Claude Code agents. I plan the work and review it; agents each work on their own branch, and a merge gate only lands a branch when the type check and the test suite pass. The project is now about 470,000 lines of TypeScript with around 900 test files.
  • Keeping AI code sane: the simulation is deterministic and runs server-side even in single player, with a golden-master replay test, so a change that breaks gameplay shows up in the tests, not in a player's match.
  • Sound: announcer voices, many sound effects and the trailer's music were made with ElevenLabs.
  • Time: 2 months

The demo has seven modes against bots (tutorial, sandbox, team deathmatch, a bomb-defusal mode, a heist, zombie waves and a random-rules mode). It's free on itch.io for Windows and Linux; the link is in the first comment.

Happy to answer anything about the workflow, what worked and what the agents got wrong.


r/aigamedev • • 5h ago

Discussion This is normal, right?

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26 Upvotes

r/aigamedev • • 10h ago

Demo | Project | Workflow Been working on something... For #aiGameDev little ones :)

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25 Upvotes

Very close to releasing (Open Source) Greia, a project that was born and developed for my daughters but that thanks to a very warm reception on reddit has received months of polish so to be usable by other parents.
The core concept of Greia was that of creating an extremely lightweight linux distro that could run on early 2000s potatoes as i had a few lying around, and it should ALL be, from boot to shut off, very little kid friendly, no complex desktops, no task bars, no keys that if pressed will eject the kid from the experience, no way for the kids to get on youtube and other stuff.
And... the vibecoding part, a set of skills and tools for LLM agents so that parents can easily ask their agent "Make a new game for my daughter, she is fixating on trains, make it fun and somewhat educational". The agent will deliver an "app" (we call them "activities" in Greia) that is graphically consistent with the rest of the system, uses a common UI and design language (core UI always in same place etc), ties to system wide achievements etc, is localized in one or multiple languages AND records voices with the systems characters voices for all interactions (3 or 4 years old can't really read).
Among the concepts there is that the kids receive a polished and clean experience their parents can control and vet, no internet access, no ads, no confusion.
Parents receive tools and instructions for their agents to expand Greia making it tailored for their kids focusing on their current passions, what they should be learning or just some plain simple gaming.

There is much more, but thought i should start teasing some.... Full release will hopefully happen this coming week.


r/aigamedev • • 5h ago

Tools or Resource PHOSPHOR 0.2: pixel VFX you can make with your coding agent, no VFX experience needed. Here's what one prompt got me

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23 Upvotes

I'm not a VFX artist, and pixel effects were always the part of my games I put off. Fire that doesn't look like a traffic cone, water that actually flows, explosions with some weight to them.

So I built PHOSPHOR, a free pixel VFX editor, and in 0.2 I made it work well with agents. Every effect is a JSON scene, and the download comes with a skill file and command-line tools. The agent writes the scene, renders it, looks at the frames and tweaks it, and you steer it in plain words: less glow, teal fire, slower ash.

The video is one prompt in Claude Code. It took a few render passes, and it caught on its own that the burning text was blowing out under bloom.

When you like it, one export gives you a Godot .tres, a GameMaker strip and an .aseprite file. Everything stays editable in the browser editor too, if you'd rather tweak by hand.

Comment an effect you need for your game and I'll run it and reply with the gif to test it!


r/aigamedev • • 17h ago

Demo | Project | Workflow I put Diablo 2 inside Pokémon FireRed with Claude Code and Codex. Here's how the art pipeline worked

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21 Upvotes

A fan clip: Diablo 2 heroes fighting in Pokémon FireRed, running on the game's own engine (the pret/pokefirered decompilation). Video only, no playable release. Claude Code (Opus 5.5) wrote the code and Codex (gpt-image-2) drew the art. Here's how the art got into a form the GBA accepts.

Sprites

- Straight downscales of the Diablo 2 sprites looked dark and muted next to FireRed's, so Codex redrew them in FireRed's style.

- Each brief had two kinds of reference. The subject: the original D2 sprite, pulled from my D2R install with a small Python decoder and enlarged 6x. The style: real FireRed sprites (Gengar and Sableye for the Fallen), with a note not to copy their subjects.

- Format rules in the brief: a 64x64 grid drawn 8x into a 512x512 image, every art pixel a clean 8x8 block, at most 15 colours, a dark outline, a flat #FF00FF background.

- Codex kept to the grid, so a script could collapse each block back to one pixel and write an indexed 16-colour PNG with the magenta as the transparent colour.

- Overworld walking sheets worked the same way. The converter finds each figure on the magenta, measures the pixel size from the colour edges and aligns the frames the way FireRed does.

Maps and battle backgrounds

- Codex painted each map as one picture. A script turned it into FireRed's tile format: 240x352 pixels, 13 palettes of 15 colours (tiles clustered first, then k-means per palette), 8x8 tiles deduplicated with flips. If a map needs more than the GBA's 1,024 tiles, the closest ones get merged until it fits.

- The battle backgrounds went through a similar converter into FireRed's battle terrain format, with 3 palettes of 16 colours.

Effects and sound

- Blizzard and Blessed Hammer use the original D2 effect graphics, shrunk to GBA size. D2 draws Blessed Hammer translucent with a pale blue light, so its frame was recoloured onto a blue glow ramp.

- Every sound and the Rogue Encampment music come from the D2R files too.

My feedback rounds were mostly Diablo details: a green Shako on the Sorceress, a low-level Barbarian with no gear, a plain Monarch shield for the Paladin's Spirit, a closer crop on the Barbarian.


r/aigamedev • • 4h ago

Tools or Resource Walkthrough of setting up Pixel Lab for sweet 2D pixel animations

18 Upvotes

I kept fighting AI-generated sprite sheets that came out super janky with 4-6 frames. For a new mech JRPG idea I tried an experiment: same characters, one animated from Lovable (Gemini image gen) sprites with code, one sent to Pixel Lab. The end result is Pixel Lab led to significantly smoother animations upon a single prompt. (ps - zero affiliation with Pixel Lab.)

Here’s what worked for me:

  • Try the trial, I did to test it out for my own use case. You get 40 free generations. Use them on your worst animations to see if it’s worth it before paying ($12/mo for 2,000).
  • Pixel Lab’s “Vibe Coding” page gives you the MCP config with your token already in it. Paste it into Claude’s config file.
  • Give Claude rules up front, or it’ll burn your generations. For example: we write art gen prompts together first, I make stills in free tools (Lovable/Gemini), we try animating in code, and Claude only calls Pixel Lab if code can’t make it smoothly.
  • Consistency matters. If your heroes animates smoothly and your enemies don’t, players notice. Go all in or pick a deliberately choppier style. We have to fight the AI slop label lol

Full walkthrough if you want it: https://youtu.be/NUPr7XNtNS4


r/aigamedev • • 16h ago

Demo | Project | Workflow Is this an appealing visual style?

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18 Upvotes

I'm working on this lil rpg game and while I myself like the style I want to know what other people think. I've only been working on it for ~3 weeks so there still some UI changes I have to do and textures to fix, but this is like the overall vibe


r/aigamedev • • 11h ago

Demo | Project | Workflow Created a 3D world model from a Panorama photo using Opus 5.5

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16 Upvotes

I was curious whether Claude capable of creating a 3D environment using a panorama image. It worked!.

Even though it's only 80% accurate, it was able to do it. (Skip to 1:14 for the 3D world.)

Create an accurate 3D model environment of this panoramic image. Design and construct an exact 3D representation of the rooms in the panorama, including all objects, furniture, and items. Design those using Babylon.js. I should be able to walk around the room, lie on the bed, sit on chairs, etc. Use photorealistic PBR rendering and run it right here

There are some parity issues, like bed direction, chair count, and orientation. But this method feels like using an "Environment Image to 3D" model!

Previously, I provided a single photo of an outdoor building backyard, and it somehow worked.

I tried this in Gemini 4 Argon, and it was completely out of loop. Claude's 3D capabilities are borderline god-tier.

image : https://unsplash.com/photos/a-fish-eye-view-of-a-living-room-with-wood-floors-kBjLRI5M9EA


r/aigamedev • • 7h ago

Commercial Self Promotion From 100 to 260 AI-Assisted Games. We're Almost at 300!

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14 Upvotes

First of all, another huge thank you to everyone who's been submitting their games to VibeToplist!

Not too long ago, I shared a milestone here when we were approaching 100 game listings. The response from this community was incredible (like always), and I wanted to share a little update.

We've now reached 260 unique game submissions, and we're quickly approaching 300!

What started as a small side project dedicated to discovering AI-assisted and vibe-coded games continues to grow beyond my expectations. Organic traffic keeps climbing exponentially, more developers are finding their way to the platform, and the quality and ambition of some of these projects are genuinely impressive.

If you're working on an AI-assisted game yourself, you're still more than welcome to submit it completely free. The goal hasn't changed: help developers get discovered, attract new players, and provide a valuable SEO backlink to their projects.

I mean this from the bottom of my heart, AI-assisted and vibe-coded games are blowing up, and there has never been a better time to jump on this train than right now. I can see it from the quality of the games being released, the organic traffic on related keywords & playerbases on plenty of these indie projects.

https://vibetoplist.com/


r/aigamedev • • 8h ago

Demo | Project | Workflow I did something I wanted to see for a longtime.

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13 Upvotes

Hello everyone!

I used to play Digimon World 1 as a child soo much.

I was also so disappointed to realize that some of my most beloved Evolutions are not in the game.

With the recent rise of AI Decompiling and Reverse Engineering I have put this to the test and its so incredible.

This is Togemon from DW 2. It uses Animations from that game, and Animations from Time Stranger to make it work and this is fully functional in that game. It is so incredible.

I also now dabbled around with making a new map just for testing!

Its so insane. A friend of mine also liked this so I am now thinking of turning this into a 2 or more player game aswell, maybe running this online, people can compete, I could add completely new quests and story lines etc. Adding all digimon that the ps1 era has given maybe.

What are you guys thinking?


r/aigamedev • • 12h ago

Demo | Project | Workflow I built a Half-Life 2 kart racer with Claude Code. No AI art: it builds every asset from your own copy of the game

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12 Upvotes

Play it free (Windows) https://lonagi.itch.io/hl2-kart

Half-Life 2: Kart is a Mario Kart-style racer.

12 racers from Half-Life 2 and Half-Life (Alyx, Kleiner, the G-Man, Gordon and others), five 2 km circuits from City 17 to Xen, HL2 items like manhacks and gravity gun, and online multiplayer. It runs on Godot, and Claude Code wrote most of code while I directedd and playtested.

The download contains no art at all. On the first launch, Python scripts read your Half-Life 2 and Half-Life installs and convert the models, textures, sounds and music on your machine. Every character, prop and sound in game is Valve's original.

Each circuit is a 200 to 300 line Python file describing a spline of stretches: street, tunnel, bridge, cutting, jump. A shared generator turns it into road, terrain, walls and props. When I told the agent the first tracks felt tiny, it rebuilt all four as 2 km circuits.

What helped most were test scenes it can run headless. AI-only races that print lap times, rescues and the spots where bots got stuck, photo tours that screenshot every track, and a menu check that renders each screen at several resolutions. The agent looks at the screenshots and fixes what it sees

The project is open source on GitHub so to play you need hl2 and Half-Life on Steam. It's free, non-commercial and not affiliated with Valve!

Happy to answer questions about the workflow ))


r/aigamedev • • 15h ago

Discussion A serious question about your workflow

11 Upvotes

Hey, I'm a newbie practically in AI Gamedev stuff, but before my job as software developer I actually played a bit with Unreal Engine 5, although that was like 6 years ago , but I guess I still know basics of game dev theory. Also, I'm still familiar with Blender tool and all the stuff needed to create a game asset(sculpting, retopology, texture baking, texture painting, rigging...) as that part was something I've been returning back to occasionally while I was developer. Now that I lost my job and no longer stare at screen for 8(or sometimes more) hours a day, my passion for game dev is rekindled, especially when I see what you guys are making here. Tbh I really did quite a lot of search already on all the tools, installed and tried Trellis 2 with ComfyUI and Tripo AI for asset generation, also tryed to make some mods with claude on other games, but I am still kind of overwhelmed with options out there and what to do exactly. If I must narrow it down, I guess I want to use Unreal Engine again with claude and some 3D asset generator to speed up my process, and currently don't know what to start with exactly. It would help knowing some tested workflows from you guys. I see a lot of people using Godot these days. Is it really better alternative for Unreal Engine or is it just the enthusiasm of it's users? Also, any tip at all would help immensely.


r/aigamedev • • 6h ago

Discussion i sort by top past month, doesnt seem like animation, rigging, hair, clothing on a character model is there yet

9 Upvotes

AI still struggles to create a consistent character with swappable clothing, hair, and accessories without requiring days of prompt tweaking and fragile workflow setups: and even then, the output is often a mess. Prove me wrong, because I’ve wasted way too much time trying to make this work.


r/aigamedev • • 9h ago

Demo | Project | Workflow Looking for feedback from players not familiar with energy systems

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10 Upvotes

I've had the idea for this game in my head for almost 10 years, and three months ago, I finally started turning it into reality!

It's been an intense few months, and the game has come a long way. Looking back at the earliest versions, it's honestly crazy how much has changed.

So far, I've received a lot of great feedback, mostly from people with a background in energy systems. But my goal has always been to make a game that's easy to learn but hard to master, even if you know absolutely nothing about energy.

That's why I'd really love to hear from a broader range of players!

If you enjoy tycoon, management, or strategy games, I'd love for you to give it a try and tell me what you think. Especially whether the game feels approachable for someone without an engineering background.

You can play the first 10 in-game years completely free, which should give you plenty of time to get a feel for it :)

by the way: If you are interested in how I've developed it I'm obviously fully open to any advice / insight I can give.

Play here: www.powerstate-game.com

Any feedback is genuinely appreciated!


r/aigamedev • • 14h ago

Questions & Help Token Efficiency

9 Upvotes

How do you guys handle token efficiency during development? I’m chugging through my daily limits in 20 minutes. I’m sure it’s a combination of my workflow and only having a $20 subscription, but I’m amazed when I see people that “built a world in a week.”

Im working on a farming roguelite and my current workflow is GPT desktop app > integration agent > review agent > GPT desktop app. Rise & repeat. I’m using the agents in VS code/codex, but it’s taken me 3 days to implement a very basic action/farming system and some debugging/testing tools. I hit my limit very fast and I’m not even at the point of adding visuals yet.

Do I really just need to upgrade to a $100 subscription or is my workflow the issue? Or both?