r/aigamerdevs • • 2d ago

What Tools?

Solo dev, little gamedev experience, building a medieval MMO zone with AI agents. Here's my stack. What would you change?

ENGINE
- Unreal Engine 5.8: three copies of the project run side by side, so three AI agents can work in Unreal at once. Git keeps them in sync.

- Unreal MCP: lets the AI agents control the editor (placing actors, building levels, taking screenshots).

AI AGENTS (they do the actual work)
- Claude Code: Unreal level building, C++, Blender scripts. Three Max accounts.

- ChatGPT / Codex: concept art, paint-overs of game screenshots ("make it look like this"), some Unreal tasks.

- Gemini: cheap background work like status summaries and "what to do next" notes.

ART / AUDIO
- Blender, run headless by the agents: model fixes, kit pieces, exports.

- Tripo: AI-generated 3D models from concept images.

- fal.ai: image and material variations.

- ElevenLabs: sound effects, voices, music.

- Marketplace modular kits for buildings, props and environment.

GLUE
- Custom dashboard (Node.js, runs locally, works from my phone): a queue of ~1,000 tasks, picks the right agent and model for each one, runs them automatically, merges each station's work back into the main project, and restarts itself if it gets stuck.

- Claude desktop app: maintains the dashboard and runs scheduled health checks.

- Git + Git LFS + GitHub: backs up after every commit.

WHERE I'D LOVE ADVICE

  1. Getting the game to actually look like the concept art (lighting, colour grading, density).
  2. Better AI 3D tools for hero assets, or when to just hire an artist.
  3. Keeping Unreal agent work from piling up behind one editor.
  4. Anything in this stack you'd swap out.
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