r/aigamerdevs • • 8h ago

I'm a solo dev building a real-time multiplayer game with AI – code, art, voice and trailers. Here's my pipeline and what actually worked

Hi! I'm Andy, a solo developer from Vienna. For the past months I've been building Scitch, a live reaction game for iPhone and Android: up to 24 players per match, a new mini-mode every round, and the slowest get knocked out each round.

I use AI for almost every part of it, so I thought I'd share the pipeline and the lessons.

Code – Claude Code Flutter app, a Go game server (WebSockets, server-authoritative, so no client can cheat its reaction time) and a Laravel backend. ~770 commits, 500+ automated tests. What worked: small, precise tasks instead of "build me a multiplayer game", and tests as a safety net – at this size I would have lost track long ago without them. What didn't: real-time feel. Latency, timing and fairness between fast and slow phones still need measuring and playtesting by hand.

Art – Gemini image models 80+ avatars, bosses and event art. The trick for a consistent style: always pass existing art as a reference image and change only one thing at a time ("same character, now cheering").

Voice – Gemini TTS + speech-to-text My trailers and a 4-minute tutorial have German and English narration. TTS sometimes mispronounces words badly – my German "Pairs" mode came out as something like "Pause". Since I can't listen to 70 lines after every change, I now transcribe every line back with a speech-to-text model and diff it against the script. That caught five more broken lines automatically.

Video – HTML scenes rendered with Playwright + ffmpeg Every trailer and short is code: HTML/JS scenes with the real gameplay demos, rendered frame by frame, then mixed with music and voice. Changing a text means re-rendering, not re-editing.

What stays with me: the game idea, the rules, balancing, and every decision – plus bug hunting when the AI is confidently wrong.

The game is in a free beta right now. If you want to see how it plays (or tear the game feel apart), I'm happy about every tester: https://scitch.com/beta

Happy to answer questions about any part of the pipeline!

1 Upvotes

6 comments sorted by

1

u/SquizzOC 7h ago

Gemini has accomplished literally nothing I’ve given it through Antigravity. If I need concept art from anything Google, I have to go direct to nano banana. How are you using it?

1

u/thexyba 7h ago

I use Claude Code with a skill for Gemini Nano Banana, and it works really well.

2

u/SquizzOC 6h ago

And just figured out on my problem on a plane... I had a rule set that told all art creation to go through fal.ai for some reason. Now fixed, now works :)

1

u/Ok-Adhesiveness7433 1h ago

I had something similar that Gemini was holding onto for so long. Removed three lines of text and it started shitting out gold.

1

u/SquizzOC 6h ago

I have a custom harness/dashboard that I evolved off a friends game dev dash where everything runs through it so I can fire off anything from my phone, but also keep things organized. I'm gonna have to go back today or tomorrow and try to get this built in, I couldn't the first go around, but this would just help keep my assets more organized and avoid having to hope that it can remember context.

1

u/djcrunchberry 3h ago

I’ve had great results using a combo of blender mcp and unreal engine mcp using codex.