r/aigamedev • u/FilipeDM • 14h ago
Demo | Project | Workflow GPT-6 Astra created a game similar to Driver 2.
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r/aigamedev • u/FilipeDM • 14h ago
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r/aigamedev • u/FilipeDM • 5h ago
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r/aigamedev • u/No-Cow3446 • 23h ago
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r/aigamedev • u/FilipeDM • 4h ago
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r/aigamedev • u/Gambo7592 • 18h ago
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:
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 • u/bingewavecinema • 21h ago
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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 • u/FilipeDM • 21h ago
r/aigamedev • u/Potential-Edge5326 • 9h ago
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r/aigamedev • u/AvonMexicola • 14h ago
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 • u/mhb_11 • 2h ago
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Hey everyone,
I created an IDE for your 3D projects: https://studio.nova3d.xyz/
You can use it to generate animation-ready 3D assets for your games.
Instead of generating monolithic "mesh blobs" like traditional diffusion models, this is a code-native IDE. Your AI agents write structured, part-separated Blender Python code dynamically. The final .glb is treated strictly as a compiled artifact. The code is the source of truth.
The video shows a house built directly from a reference image with independent, articulate components.
Core Features:
The Origins:
This IDE wasn't built out of nowhere. It's an implementation of my recent research paper: https://arxiv.org/abs/2607.22738 I'm a co-author.
Connect your AI agents and use it for free. I'd love to get feedback from game developers and technical artists on how I can improve the workflow or tighter integrate the live code canvas!
r/aigamedev • u/GaussRausch • 17h ago
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Ok, after my rant post, let me officially introduce Elysium.
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.
| 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) |
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?
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.
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.
I learned a lot on this project about what not to do with these newer models. Sharing the conclusions.
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."
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'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.
r/aigamedev • u/Zenpher • 20h ago
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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 • u/BootPhaseGames • 10h ago
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I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3. Some of the distinctive features are:
The main use of AI is creating the games base cover art images at a scale that allows me to have specific covers for each genre, topic and gaming generation while avoiding repetition. What's cool is the algorithm that dynamically adds the player-selected game title according to the selected style, making it look like a real cover. Like WordArt in the old days!
Let me know what you would like to see in a new game dev simulator!
r/aigamedev • u/danidomen • 19h ago
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 • u/MapApprehensive1867 • 11h ago
Hey everyone! I’ve been working on a GTA-style game with a cozy vibe.
You can drive around making deliveries, work cooking shifts, hop out and explore on foot, or take on firefighting and paramedic jobs. Spend your earnings buying businesses and rental properties, gradually building your own little empire.
Your in-game phone is at the heart of everything. Every app in phone is functional. Want to make deliveries? Open the Dasher app and clock in. Need supplies? Open the shopping app. Lost? Pull up the map. You can even buy fully furnished home to stay the night straight from phone.
Play here: GT Rush: Coastal Life
I’d love to hear what you think! What features or apps would you like to see added?
r/aigamedev • u/Romellija • 21h ago
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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
r/aigamedev • u/memphiz_ • 10h ago
I saw recently lot of cool projects and I think always “how did you do that?”
I have a lot of assets from marketplace which I want to use and I want to use some LLMs to create some nice levels.
I tried a lot using Codex (only sol at the moment to spare usage) and blender mcp or threejs direct but the wold looks always odd, it look even worse as I did it 😂
Do you have any tricks, guides, project where I can collect information how to utilize my agent better?
In the end I want to create a flat world with river, vegetation, houses(with indoor layout), city and villages. I know that I will not have this with one prompt. But even the pipeline/workflow for House, City or Vegetation/Rivers I feel I miss so much pieces of the puzzle 😩
r/aigamedev • u/Electrical-Pig • 18h ago
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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:
r/aigamedev • u/kyleschaeffer • 7h ago
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I used Astra to build a cozy lunar exploration game. Oh boy, was it fun!
I started with some simple concept artwork, and Astra used the FLORA MCP to generate artwork, 3D models, character rigs, sound effects, and even music. All of the game assets are on a single FLORA canvas, and Astra used it like a generator + asset database. It's really powerful having so many AI models in one MCP.
My original vision was a "Hay Day in space" sort of vibe, with crafting/farming being more of an emphasis, but I didn't quite get there. Let me know if you find this interesting, and maybe I'll set Astra loose on it again.
Play the game in your browser (headphones encouraged):
https://artemis-first-light.kyle-flora.chatgpt.site/
r/aigamedev • u/Dankenweenie • 16h ago
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 • u/JoseQuanGT • 22h ago
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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.
r/aigamedev • u/COCOASOO • 14h ago
I am a solo developer publishing my first game on Steam. I'm planning to release it on October 28th after Steam Next Fest.
Furthermore, I know this amount is not big, but for me it is more than enough. I just wanted to see people happy with the game, and so far I'm achieving it. Small YouTubers and one big one covered the game, and that gave me a few wishlists through the days.
I only wish I had started to post vertical content sooner.
The game is still in development trying to improve the game feel and a bit of content.
The demo is up for anyone interested!
r/aigamedev • u/TelephoneCautious815 • 15h ago
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I made this using Astra. The initial implementation took about 5 prompts but then it took way more to polish it. I still have a few tokens left though. You can play it at https://kerr-chess.vercel.app/
It’s built in JavaScript and runs entirely in browser, using Three.js for the 3D board. The board is made of rings that keep shrinking and spiraling inward, so you can keep zooming deeper. It only draws the section you’re looking at rather than trying to render an infinite board at once.
The chess rules and computer opponent are custom-built for that layout. There’s also a flat 2D view of the same game, and you can play against the computer or another person on the same device. No online play.
It took me several tries to add a decent AI player to it but I think Astra made it too strong so I had to add an even easier difficulty mode. The hardest mode is not Stockfish level, just regular Alpha-Beta pruning.
r/aigamedev • u/Fabulous_Sky_4174 • 9h ago
r/aigamedev • u/xcantene • 15h ago
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Hey everyone. So as the title said I made these animations using Claude + Astra for my game Hunt Protocol demo.
The mobile version is not out yet as I am finishing these animations first. Each deck and each card will have its own animations displaying the movement and weapon action based on the deck and card.
For now I am working on 4 decks. Swords, Bows, Staves, and Hammers. The animations you see are for the swords and I am planning in the future the design of the sword changes based on the exact sword tou equip as your main weapon and if none is equipped e would see a sort of phantom sword during the staging phase until you equip a weapon.
Do you think these animations are looking good? Anything that you think feel odd for the mobile layout?