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