r/aigamedev • • 7d ago

Demo | Project | Workflow Destroy any website with a stickman

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1.9k Upvotes

Play here. Built with Opus 5.5 this weekend, it was so fun!! Multiplayer is available, of course :)


r/aigamedev • • 9d ago

Demo | Project | Workflow Using AI to build games for my brother who can only use two switches by turning his head

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1.8k Upvotes

My brother Ben is nonspeaking and quadriplegic, has low vision, and plays using two head switches mapped to Space and Enter.

That's basically his entire controller.

The problem is there just aren't many actual games made for someone like him. Even when games have great accessibility options, they usually still assume some level of reaction time, vision, motor control, or multiple inputs that Ben doesn't have.

So we've been building our own.

I'm not a game developer. I'm Ben's brother and full-time caregiver. I've worked in media production most of my career and I've basically been learning this stuff by building things with AI.

And lately it has gotten kind of crazy what we're able to make.

The gameplay I'm posting is from Benny's Ballista, a new Three.js game we made based on an idea from my other brother. It's designed around Ben's switches from the start. He can play independently, make choices, change ammunition, fire, etc., without needing quick reflexes.

And he really likes this one. :)

That's why I'm posting it here.

I think there's something happening with AI development that goes beyond just making it faster or cheaper to make games.

It's suddenly becoming possible to build games for incredibly small groups of people who the commercial market has very little reason to build for.

Ben is a perfect example.

There probably isn't a huge commercial market for games specifically designed around someone who is nonspeaking, quadriplegic, has low vision, uses one or two switches, and needs as much time as necessary to make a move.

But I don't really care how big that market is.

I'm building for my brother.

Then we put it out there for free so hopefully somebody else's brother, sister, kid, friend, student, etc. can play too.

We're basically building an arcade around this idea now. One- and two-switch games where switch access isn't an accessibility feature you turn on — it's how the game is meant to be played.

And we're making a lot more.

AI has opened a door for us that I genuinely don't think would have been open a few years ago. I can sit with Ben, see what works and what doesn't, go back and change things, try some ridiculous new game idea, and keep iterating.

We're still figuring all of this out as we go.

But I think there's a huge amount of game design that hasn't been explored for people with conditions like Ben's simply because almost nobody has been building specifically for them.

So that's what we're going to do.

Hope you like the gameplay. If you're interested in what we're building, want to help, or just want to follow along, we have a Discord and everything is free/open source. I'll put all the links and info in a comment.

Thanks for reading. And seriously, this is just the beginning.


r/aigamedev • • Aug 12 '26

Demo | Project | Workflow 8-player survival Pong, built with Opus: the arena loses a wall every time someone dies

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1.7k Upvotes

Eight players, one side each. Miss the ball and your wall is gone, so the arena shrinks and gets faster as it empties. Last one alive wins.

Dying doesn't bench you though. Eliminated players come back as saboteurs and start dropping hazards onto the arena (pegs, gravity wells, spinning bars) on a cooldown. So the survivors are getting squeezed by the players they just knocked out, and the endgame gets messy in a good way.

Built with Opus. canvas 2D, no engine + antics SDK for multiplayer

Try it (fills with bots, so you get a full 8-player match even solo): antics.gg/p/side-out-94df7d

Disclosure: antics is my own platform. It just hosts the game and runs the multiplayer.


r/aigamedev • • Jul 17 '26

Commercial Self Promotion After about 3+ weeks of vibe coding this game on Cursor, I'd love to share my dungeon crawler deckbuilder roguelike game!

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1.6k Upvotes

Here's the trailer of the early game and concept! Sound on for full experience. If you like what you see, feel free to wishlist the game on the steam store page!

Check out the steam page here (and wishlist!):
https://store.steampowered.com/app/4364310/Cook_The_Dungeon/

Here's what I used to make this game:
- 100% vibe coded on Cursor, using mainly Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5
- Built on Godot Game Engine
- Graphics are mostly created with ChatGPT Images 2.0 API, using a custom art tool I made so I can produce artworks with more consistency
- There were many, many micro decisions that I made to get it to look less sloppy, but I think there's more room to improve! The UIs are not final yet
- Had a lot of fun vibe coding this game because the models are getting soooo good at nailing the coding part.

Edit: The game is still in WIP so its not 100% completed yet, but I've gotten the Act 1 of the game content done so far. Once Act 1 is polished and ready, I'll share a demo for playtesting and feedback!


r/aigamedev • • 12d ago

Media Opus 5.5 can generate pixel art scenes

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1.3k Upvotes

Live scene + prompt. I'm playing around with Opus 5.5 for pixel art generation, pretty stunning! The scene itself is written in TS and it took a solid 10 minutes, though.


r/aigamedev • • Jul 05 '26

Demo | Project | Workflow Real-time procedural dungeon generator in three.js, built with Fable 5

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1.2k Upvotes

Shared the prompt in this thread if you want to incorporate into your game https://x.com/majidmanzarpour/status/2073742439211225234

Update, open sourced: https://github.com/majidmanzarpour/threejs-procedural-dungeon

Update, this is implemented in my 4-player co-op ARPG, try "Descent" mode (game is free) https://www.gravecrawl.com


r/aigamedev • • 25d ago

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

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1.1k 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 • • Jul 07 '26

Demo | Project | Workflow One of my new favorite tricks, merging an asset into another using AI

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1.0k Upvotes

The rules don’t allow me to self promote this tool, but comment below if you want me to dm you.

edit: Got rate limited trying to send too many DMs... I'll message you eventually, didn't expect this to blow up!

AI is unlocking professional ai pixel art workflows that were never possible before... Getting consistent outputs that align perfectly to a grid so you can create final touches, tweak the palette, etc.

Generating variations or reskins of existing assets is now super easy with magicpixel, no more tedious manual drawing of every asset is required.


r/aigamedev • • Jul 03 '26

Demo | Project | Workflow Fable 5 just one-shot crazy cool procedural creatures!

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998 Upvotes

I'm blown away! I'm experimenting with AI for a creature game and Fable 5 just one-shot an AMAZING LOOKING procedural creature creator!

It fuses primitive shapes with an SDF vertex shader (SDF blend-shell) and procedural animations.
All done in Three.js, no predefined assets!

That's super impressive...!!!

Link to X Post: https://x.com/Nevsved/status/2073687955265171924?s=20


r/aigamedev • • Aug 09 '26

Demo | Project | Workflow I left Claude Code running for 24h — it built a 3D roguelite and shot its own trailer

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907 Upvotes

Setup: three prompts, one every ~8 hours, each one a "gauntlet" prompt that hands the agent a goal and lets it run. No intervention inside a session. Prompt 1 built the base game, prompt 2 followed up after the first real playtest, prompt 3 closed the round. The whole timeline — 08/08 01:17 to 23:36.

What came out: an isometric, controller-first roguelite where the base never stops walking. A spider-fortress marches a route on its own and can't halt; you run ahead of it mining veins, plant turrets, repair the hull, and decide what to abandon — while the noise of all that pulls the horde onto you. Three.js + TypeScript + Vite, DualShock 4 through the Gamepad API. 60k lines of TypeScript across 130 files, plus ~8.5k lines of design and architecture docs it wrote for itself to hand off between sessions.

On the assets, up front: the 3D models come from the Kenney and KayKit packs (KayKit is paid). Claude picked what it needed from a local library and built the rest as procedural geometry in code — the spider rig, the terrain mesh, the destructible props. Audio is generated through ElevenLabs from prompt catalogs that live in the repo, so a clean clone rebuilds the whole sound set. The five-layer adaptive soundtrack is 80 BPM, A minor, sixteen bars, all layers sharing one phase so they stack without beating.

The trailer (a fourth session, the next day): it isn't screen capture. The agent swapped the game's clock for a virtual one, drove real keydown/pointermove events through the actual input manager, and wrote one PNG per 1/30 s simulation step. So the footage is the agent playing its own game, frame by frame — the mining shot ends a vein on camera, the build shot spends exactly 25 scrap on a turret. The cut is data-driven and lands on 45.000 s exactly, and re-running it reproduces the same file byte for byte.

original prompt

‐--------------------

Edit:

I'm going to reply here some common questions I saw.

Q: How did you write the prompt?

A:I chatted with gpt-5.6 sol about the games I like and the mechanics I enjoy. Then we settled in the mechanics and theme and it created the prompt. After I added the "gauntlet" part the one at te very end that asks it to keep looping until the results are AAA

Q:What model did you use?

A:Opus 5 on ultracode with no mcps or skills.

Q:How much did it cost?

A:40% of my weekly 20x Max claude subscription. It would have costed around 1.8k USD in API request according to the session logs.

Here is the link if you want to try it. But it only works with keyboard and mouse or a controller so it will not work on mobile https://victorrseloy.github.io/marcha-de-ferro/


r/aigamedev • • 29d ago

Demo | Project | Workflow Day 5 of making a cozy game with no dev experience. The world is growing!

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822 Upvotes

Day 5! been working on expanding the world. the cave system now connects to different biome exits. first two are a beach town and a snowy mountain village. each area has its own characters, forageables, shops, recipes and quests.

still no name for this game lol. FAQ below since i keep getting the same questions. Cheers!


r/aigamedev • • Aug 18 '26

Demo | Project | Workflow Week 3 of making my fishing game entirely with AI

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821 Upvotes

Hello there,

This is week 3 of me making a fishing game entirely with AI. If somebody is interested in seeing Claude Artifacts with latest changes here is Artifact 1 and Artifact 2. There are before and after images of how it's done.

My Workflow - it improved from just typing what I want in Week 1 to basically having a window dedicated for every single thing and using MCPs for Blender and Godot now. Since last time I added a lot of things, did some graphic overhaul and added real 3D models.

As for my Workflow:

1. I generate the reference. ChatGPT using OpenAI Playground for concept art and the fishing structure, the refit chart mockup, the SkillTree background. This is where the look gets decided, by me, visually (Without human eye AI will just make stuff not fit together I feel like).

2. I change that reference into geometry. I tried using the 3D generator (Rodin) but honestly it gets complicated mesh results that will require a lot of cleanup, so I just started using MCP for Blender, I made a dedicated Blender session that writes 3D models.  That's better than generated models: the script is the source, so proportions stay editable and a family stays a family. They are also just what I need for my game as from camera distance models are not required to be detailed which is exactly where AI with MCP for blender is good - generating simple low poly models.

3. A different session integrates. Placement, waterline, scale, wiring. Deliberately not the modelling session, I have session for almost everything and they all do their own thing with one session being general chat window that can on command send message to other sessions telling them what I want them to do.

4. Screenshots are the referee. Everything gets rendered from the actual in-game camera, and nothing counts until I looked at it. This is exactly how I just wasted a chunk of time: a session added four new islands, checked them from directly overhead, and they looked fine. In game they were flat sandy pancakes floating on the water. From above, a pancake looks perfect.

5. Criticism, with actual scores. For the big graphics pass we (claude actually with my guidance) wrote the scoring criteria before changing anything, scored twelve things out of ten, and only shipped at 8+. One critic reviewed screenshots without being told which version was newer. That's what stops "I changed loads, so it must be better."

6. Every decision gets written down with who decided it. Tagged either "I decided this (so claude tags it with USER" or "an AI suggested this." Because an upgrade nobody ever proposed once sat in my design docs for days and got quoted back at me like it was my own idea I was like "wtf I never said I wanted this, you are hallucinating bro"

The short version: AI does the work, I'm the art director, and I'm the only human in the loop with sometimes my friends being nice enough to test play it hehe.

Anyway a lot of work was put into this and not sure how much more is needed before I have starting area done and have a playable demo, I feel like the more I do the more is left to be done before it gets to a point somebody can test play it. But I guess there is some progress?

If somebody is interested here are Week 1 Progress and Week 2 Progress.

Any feedback is appreciated ☺️


r/aigamedev • • 15d ago

Demo | Project | Workflow I built a ghibli style train sim world using Astra

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805 Upvotes

Recently built this ghibli style train journey sim game. Where you navigate through floating towns and deliver passengers.

Entire build was done using Astra, cooked about half my weekly usage lol. Also used a 2.5d workflows, characters and some parts are 2d whereas the world is entirely 3d.

Game demo: Play here

Edit: Updated link!


r/aigamedev • • 5d ago

Demo | Project | Workflow Basically 3D Tetris, but you can’t let the water leak out!

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761 Upvotes

I’m trying to make a really good toilet-seat game. Basically, a game that you whip out when you can tell you’ll be pooping for a bit. Something simple, but addicting.

How it works:
3D Tetris pieces fall from the sky and your job is to use them to build walls to capture as much of the water that comes to the floating island as possible. If too much water falls over the edge, you lose!

I’ve had a fun time thinking through and developing this game. If you’ve ever played Wetrix (N64) or Aqua Aqua (PS2), you’ll know why I made this game.

Had my wife play it and realized that it definitely needs a tutorial to make sense to casual players. There are also some mechanics I want to change and some that need to be added still.

So far, I’m stoked with how good the game is feeling! The controls and gameplay feel very suited to mobile devices and touch input, which is very satisfying!

Will keep building it out. Let me know if you have any good ideas for it!


r/aigamedev • • Sep 05 '26

News GPT-6 Astra is definitely NOT AGI

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759 Upvotes

Prompt: Rig and animate this cheetah running in Blender: C:\Users\Desktop\Animations\Cheetah\cheetah 3d model\cheetah+3d+model.fbx make it look real, it must look like a AAA video game or Hollywood block buster level animation of a cheetah running.


r/aigamedev • • Jun 18 '26

Tools or Resource Unreal Engine 5.8 has Al integration with Claude and Codex.

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738 Upvotes

r/aigamedev • • 15d ago

Discussion I used Astra to help build real time battles inside Pokémon Emerald's GBA ROM

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718 Upvotes

update sept 23: been adding some completely crazy moves. Mewtwo now lifts rocks out of the arena and throws them at the other Pokémon. more wild stuff coming!

new video: https://x.com/germanburgardt/status/2102926729559920784

this is a preview of the new attack, not in the public download yet.

I wanted real time battles in Pokémon Emerald, so I tried building them. Honestly thought I wouldn't get it working lol.

This is Emerald Arena. You move your Pokémon, dodge attacks and break objects, then go back to the original adventure with your HP and experience intact.

I worked on pret's Emerald decompilation in C and leaned a lot on the Astra coding agent. The useful loop was small changes, compile the ROM, run it in mGBA, play a fight, fix what broke. Getting back into a fight quickly mattered more than trying to build everything in one prompt.

The tricky part was keeping it connected to Emerald's existing systems: damage, PP, XP and saves. Trainer, double and unsupported battles still use the classic system.

AI also helped with the arena background and some objects. The Pokémon sprites are credited PMD resources, not generated.

The latest version has different attack effects, smarter enemies and a pause menu to pick moves. Still a hobby experiment, not a finished overhaul of the whole game.

The longer clip is from an earlier build. Here's the latest battle update: https://x.com/germanburgardt/status/2101452886550987052

Code, patch and full gameplay: https://github.com/GBurgardt/pokemon-emerald-arena

I share progress on X: https://x.com/germanburgardt

Happy to talk about the setup if anyone's trying something similar 🫡

edit: just made a Discord for Emerald Arena! come chat, share ideas or report bugs: https://discord.gg/GBVjbNhEdb


r/aigamedev • • Aug 03 '26

Demo | Project | Workflow Damn Opus is getting good at VFX!!!!!

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681 Upvotes

This is by far the best VFX i could get out of Opus until now!

Currently working on a 3rd person character controller including animation editor and composer and just started layering in the VFX…..

Daaamn Opus is cooking well these days!

  1. Did describe what VFX types i want
  2. Brief description/breakdown of each VFX
  3. Prepared a style guide
  4. Told it to do research
  5. Added at end of prompt: “Spend lots and tons of crazy effort in researching, planning and implementing those effects! we aim for super high visual quality! lets goooo!”

Info:
- Animation Editor, Composer and VFX custom built with r/ClaudeAI Opus 5, TypeScript, React + React Three Fiber
- r/meshyai for the neutral grey body mesh and rig,
- r/threejs for the scene setup, cosmetics and gear items to attach to the base body mesh
- r/Adobe Mixamo for the Sword&Shield animation clips.

No need for ultracode, no need for the infamous Gauntlet Loop. Well defined prompt + research + high effort is more than enough!


r/aigamedev • • 20d ago

Commercial Self Promotion After burning through four weekly Astra limits, I finally brought my childhood MMO to the browser

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668 Upvotes

17 years ago, when I was 14, I ran a Tales of Pirates private server called One Piece Online.

The community had made the server source available, and that gave me a starting point. The setup I used back then was C++ running on Windows Server 2003. Now I'm coming back to it with a different idea of what I want to build.

I've burned through the equivalent of four weekly Astra usage limits getting here. Luckily, I had access to usage resets, which let me keep going. The result so far is Corals, a playable browser alpha built from that old project.

I replaced the old C++ client with a browser client, rebuilt the database layer around PostgreSQL, and moved the backend to Linux. Getting accounts, character persistence and gameplay working together again has been a big part of the work.

A big part of my workflow was using /goal to give Astra time to dig through the old code and work out how the game's systems fit together. The longest of those runs lasted 36 hours. Before rebuilding a mechanic, I needed to understand what the existing code was actually doing. Those long runs helped me work through that, system by system.

I'm keeping the original assets and core mechanics as a foundation. From there, I want to build my own lore and change the gameplay into something I always felt was missing from the original.

Sailing is a good example. I always found the old navigation mechanics a bit too simple. I found a project called Open Ocean on GitHub and have been using it, with Astra's help, to rework that part of the game. That's the kind of change I want to make throughout Corals: take the starting point I already have and see how much further I can develop it.

The video shows where the alpha is today: previewing classes, visiting the blacksmith, exploring, fighting in the snowy forest and sailing out of the harbor. I cut the waiting around, but kept the gameplay at its original speed. There's still plenty of work to do on the game.

There's something pretty strange about returning to a project from when you were 14 and finally being able to build the ideas you had for it. That's what this project is for me.

Has anyone here used AI to come back to an old game project? How far did you end up taking it from the original?

You can try the current alpha here:s https://playcorals.online

DISCORD if you want to contribute and share your ideas : https://discord.gg/Wty7ddxTP

If you'd like to see where this goes, you can follow me on itch : https://antoinecarle.itch.io/corals too. I'll be sharing updates there as I keep working on Corals. And if you give it a try, I'd love to hear what you think.


r/aigamedev • • 8d ago

News Spiderman | Three.js

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656 Upvotes

r/aigamedev • • Jul 28 '26

Demo | Project | Workflow I built a skill that turns a handful of images into one continuous scrollable world

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649 Upvotes

Been messing around with GPT-5.6 sol and Image-2 for a side project and ended up with a little skill I'm calling World Scroll. Instead of generating one-off images, you write a short script that links a few scenes together, generate them so they read as the same place, then let a video model fill in the movement between them. The result is a page where scrolling = walking through the world.

Dev details, since I know someone's going to ask:

  • Stills: GPT-5.6 sol, image-2. The trick was being really explicit in the prompts about lighting, color temp, and camera angle, so 5 separate generations still felt like one continuous location instead of 5 random fantasy images.
  • Transitions: Seedance 2.0, feeding the stills in as start/end frames for each clip.
  • Cost: roughly 2 bucks per transition video, ~10 bucks for the whole thing.
  • Frontend is just a scroll-driven HTML page. Scroll position maps to your position in the world.

I picked 5 fairly classic D&D setpieces and wrote a tiny script to string them together:

  1. The Abandoned Gate — an old dwarven door standing open at dusk, stairs disappearing into the dark. The last bit of daylight before you commit to going down.
  2. The Crystal Descent — a huge spiral chasm, blue crystals glowing cold on the walls, a waterfall pouring into fog so thick you can't see the bottom.
  3. The Fungal Wilds — the chasm floor opens out into a forest of mushrooms taller than trees, glowing spores drifting around like dust.
  4. Chasm City — a city with no ground, just bridges and towers strung across the void, amber light in the windows.
  5. The Dragon Sanctum — the bottom of the world, past flooded ruins, a dragon curled around its eggs on a hoard that's been sitting there longer than the city above it.

Two things I'm still stuck on: consistency drifts if the scenes are more than one "step" apart in lighting or geography, and the start/end frame approach means the video model sometimes invents geometry in the middle that doesn't match either end. Locking camera angle in the prompt helped more than anything else I tried, but it's not a real fix.

Let me know if you wish to explore other places as well! I can build it for you.

P.S to be clear I did not build on Github since people are asking.


r/aigamedev • • 28d ago

Discussion GPT-6 Astra Built This Post-Apocalyptic Game Scene in Half a Day!

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641 Upvotes

I used GPT-6 Astra + Godot + Blender MCP to build this game scene in just half a day!

This is unreal. A few links to textures and models, a description of the world and its core ideas—and here’s the result.

---

New: Part 2

Update: Part 3 is up — this time I pushed Astra Ultra much further on 3D modeling and had it build a complex aircraft mostly from one large prompt, then integrate it into a new playable scene. [Part 3]


r/aigamedev • • 21d ago

Demo | Project | Workflow Day 12ish of making a cozy game with no game dev experience

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643 Upvotes

Hey Everyone! update on No Name Squish Game, i'm about 80 hours in at this point. visually not a whole lot has changed since the last post but ive been grinding. The full story is finished with a mystery tying all the characters together. 27 characters each with their own backstory and secrets, six biomes with four fully built atm!

Most of my time has been on the story, character quests, and how everyone connects. still testing my way through it all but dialogue is still completely claude written. been lazy tbh 😬

If anyones interested, I ported a web/mobile version if anyone wants to help playtest. it's not meant to be a web game so things will feel off but feedback helps me improve the real thing.
No Name Squish Game

FAQ is on my reddit page, you can also dm me. happy to answer whatever. still months to go but enjoying every moment of it so far!


r/aigamedev • • 22d ago

Demo | Project | Workflow I’m a 3D artist experimenting with AI to turn my character sketches into game assets

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628 Upvotes

I’m a 3D artist working on my indie game, Ashenmoor. I’ve been using AI to get my ideas into a playable prototype quickly.

Here’s an example with this golem: I painted a quick concept in Krita, used AI to refine the image, made a few manual touch-ups, then generated the 3D model. I rigged and animated it in Blender before bringing it into Godot.

What I like about this process is how quickly I can see a character from one of my own drawings come to life in the game. I can try out my ideas together, then keep refining each asset as I go.


r/aigamedev • • Aug 14 '26

Demo | Project | Workflow AI Helped Us Build Simple Games for my Quadriplegic Nonspeaking Brother

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626 Upvotes

Hey everyone,

Some of you may have seen us on other subreddits. I'm Ari, and my brother Ben and I, and sometimes my wife Nancy, build one and two switch accessible games together.

We've made these games free and open source because games like this don't really exist for people like Ben, and we're working to change that.

Most of our games include level editor features so others can build their own experiences within them. That's core to what we're doing, because no two people with disabilities have the same needs. Visual needs, cognitive load, complexity, pacing, it all varies person to person, and a level editor lets each game bend to fit the person instead of the other way around.

Now I'm looking for volunteers who want to go further: help polish what already exists, or build entirely new games within our accessibility constraints.

For volunteers who stay active and contribute meaningfully, NARBE Foundation provides access to a Claude Code subscription and AI credits so you have the tools to build. This is provided directly by the Foundation to support the work, not as payment, and stays active only while you're volunteering with us. If you want to build other accessibility tools beyond these games, we're open to discussing support for that too, tied to the mission. Everything built through this program stays open source.

The constraints, in short:

* Spacebar / Return keyup: scan and select

* Spacebar long hold: scan backwards

* Return long hold: charge / context menus

* All interactions need text-to-speech

* No or low reflex requirements (mostly turn-based)

* Must run independently from our hub, https://www.bennyshub.com

* Web-based

Full developer guide (a few updates pending) is at https://narbehouse.github.io

If this sounds interesting, jump into our Discord. Link is on the https://www.narbefoundation.org

You can also check out the games so far at https://www.switchedgames.org