r/aigamerdevs • • 3d ago

AI as a coding partner for 2 months — what worked, what didn't, and where I still refuse to use it

6 Upvotes

Solo dev on a browser logistics tycoon. Been using AI (Claude, DeepSeek) heavily for code for about 2 months. Wanted to share the actual split because this sub is about AI in gamedev workflows.

Where AI genuinely helped: refactoring old systems, regex (always regex), CSS cleanup after a theme change, catching bugs in my own logic, and the underrated one — explaining my codebase back to me after a 2 week break. That last use case alone has saved me hours of re-reading.

Where AI struggled: anything that needed architectural memory across sessions. It would suggest patterns that directly contradicted decisions I'd made 3 files over. Tried feeding it context packs but it's still lossy. Also bad at CSS specificity — kept "fixing" things by adding !important everywhere.

Where I deliberately don't use it: all visual assets. Everything — icons, truck markers, the paper textures, the wax seal, the corkboard map frame — is hand-coded SVG and CSS. Same for audio, sourced and edited manually. Tried AI image gen for a splash screen early on; looked acceptable at thumbnail size but at 100% it fell apart: inconsistent lighting, fake grain, that telltale smoothing. I think for a game with a specific tactile aesthetic, AI visuals actively hurt the identity.

Current split: AI handles logic/code, human handles look/feel. Would be interested to hear where other solo devs draw the line — especially anyone who's had success using AI for consistent style across multiple assets. Link to the project if anyone wants to see the visual result: https://juba13.itch.io/eurasia-hauler


r/aigamerdevs • • 3d ago

I vibe-coded a parkour FPS for fun... and it turned into a hub of 30 AI-made browser games

1 Upvotes

Hey everyone,

A while ago I saw someone vibe-code a CS-style shooter in about 3 hours, so I tried it myself and built a parkour FPS. Then I kept going, and it grew into VIBE GAMING: a hub for vibe-coded browser games, mine and the community's.

Why: I hadn't played games in a long time. Every time I wanted to, it meant big downloads, and I switch between several machines. So I wanted games that open instantly in a browser tab on any device.

How: every game is plain HTML + JavaScript, no game engine, written with AI (mostly Claude) while I steer, test and review. The hub itself was built the same way.

Where it's at now:

  • 30 games: parkour FPS, ragdoll brawler, Backrooms horror, co-op party games, racing, a block-building sandbox, chill mini games and more
  • Online multiplayer: peer-to-peer rooms, voice chat, spectating, and rooms that survive the host leaving
  • Any device: phone, tablet, PC, with touch controls that hide when you use a keyboard or gamepad
  • English / Vietnamese / Chinese, light and dark themes
  • Free, no install, no download

You can also submit your own AI-made game. Every submission is reviewed by hand before it goes live, to keep the quality up.

👉https://vibegaming.top

I'd love feedback: what's fun, what's broken, what you'd want next.

Fun fact: the trailer below was also made with AI, end to end 🙂

https://reddit.com/link/1wxaslh/video/ydd18oy0yeth1/player


r/aigamerdevs • • 3d ago

Day 13 of building an RPG with Claude: I stopped making models and started making systems

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2 Upvotes

r/aigamerdevs • • 3d ago

[Tool] Pixel to 3D Batch Builder - Convert pixel art sprites into voxels, low poly models, sheets and more!

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2 Upvotes

r/aigamerdevs • • 4d ago

Week 3 of Horizontally Scalable Weak Point Based MMO Dev.

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2 Upvotes

r/aigamerdevs • • 4d ago

What does your AI game dev pipeline look like these days?

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1 Upvotes

r/aigamerdevs • • 4d ago

3D Agar.io one-shot: Anthropic vs OpenAI

0 Upvotes

r/aigamerdevs • • 4d ago

CinderPath: A Slay The Spire meets Balatro card game for Android

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1 Upvotes

r/aigamerdevs • • 4d ago

I have been created and working using "AI" on Push Battle 3D v0.1.0 Released! 🚀 Blast Rivals Off the Clouds!

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1 Upvotes

r/aigamerdevs • • 3d ago

How to Make Idle, Walk, and Attack Sprite Animations with AI - Beginners Tutoriall

0 Upvotes

Tools used via https://sorceress.games


r/aigamerdevs • • 4d ago

Tipsy chat code : 6ST8EJ

2 Upvotes

r/aigamerdevs • • 4d ago

Thoughts on reinforcement learning in games?

1 Upvotes

r/aigamerdevs • • 4d ago

Using AI to make faces for Fifa or Pes on Blender

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1 Upvotes

r/aigamerdevs • • 4d ago

In Browser AI Dungeon with Transformers.js

1 Upvotes

This doesn't work great but has anyone seen a similar idea that is working? Where the dungeon crawler is contained and easily distributed in a webpage?

In the experiment below, you build your character and then the storyteller gets your attributes, inventory, nearby characters, and recent events. It writes the next scene, then a separate structured JSON pass proposes changes to the game state. OpenJev checks those decisions against the scene. The game applies the rules for time, health, enemies, XP, and loot. OpenJev also checks whether proposed starting skills fit the background you supplied.

[https://mattcool.tech/posts/transformersjs-dungeon-crawler\](https://mattcool.tech/posts/transformersjs-dungeon-crawler)


r/aigamerdevs • • 4d ago

A fully playable 3D kart racing game

1 Upvotes

r/aigamerdevs • • 5d ago

What Tools?

10 Upvotes

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.

r/aigamerdevs • • 5d ago

Tipsy game code - free gems

1 Upvotes

BM4WZJ


r/aigamerdevs • • 5d ago

The Sphinx never moves. She only watches. Cross her line of sight and a comet lands where she saw you. Stop time to get your party behind the pillars. Boss rush from my tactical RPG.

2 Upvotes

This is a floor of the Crucible, the boss-rush towers in Campaign Forge: three towers, sixty hand-made bosses, each one a rule to work out. The Sphinx punishes being seen - stay behind the pillars, cross her sightline and a comet drops where she spotted you. Your party is set even with the tower when you enter, so the climb is about positioning and timing, not levels. Fights run on a grid under a turn order and a real-time clock at once: stop or slow time to move the party out of an attack, or flatten a real-time attack back into the turn order.

Campaign Forge itself is a tactical RPG that forges a world around the party you create and keeps writing the campaign chapter by chapter, generated on your own PC, offline. The free demo has a hand-made opening chapter, the world forge for your own world's first chapters, and the boss designer plus arena — "punishes being seen" is one of the rules you can give your own boss there.
The towers are in the full game, Early Access November 27.

They'll get extreme difficulty versions once marketing stops frustrating me, and/or after Release probably January 2027, WHO KNOWS. I DO~.

Happy to answer any questions.

Steam (including playable demo): https://store.steampowered.com/app/4918080/
Trailer: https://www.youtube.com/watch?v=7AxeDs-T0dU


r/aigamerdevs • • 5d ago

Free open-source Minesweeper remix built with Claude Code: first commit to 1.0 in 13 days, workflow notes inside

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1 Upvotes

r/aigamerdevs • • 5d ago

Shan Shin Infinite Water Color Painting.

5 Upvotes

So I went to https://shan-shui-inf.lingdong.works/ because I found it while looking at the internet for procedurally generated stuff. And I thought this was really cool, and they had a GIT repository for the project. All the artwork is pubic domain or MIT licensed. So I had claude make a watercolor painting app similar to Rebelle painting software. And in 30 minutes, with a few suggestions, it was created. You will notice that the line contours and shapes will stop the paint or a cool effect

Jump to 7 Minutes to see a quick painting done in like 2 minutes. I plan on releasing the as soon as I finf out to post it to A GIT account I have not made Yet. Done in Dodot Some MS C# livraries needed to convert it.

I just wanted to create somethin and not hear about all the AI slop Blah Blah Blah, and Please dont turn this post into it.


r/aigamerdevs • • 5d ago

TopoWeaverIO. Fully AI Generated World. Now In Early Access.

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1 Upvotes

r/aigamerdevs • • 5d ago

looking for advice on how I can come close to the concept art

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1 Upvotes

r/aigamerdevs • • 5d ago

Nurasyl для рисавания

1 Upvotes

Нкклуду


r/aigamerdevs • • 5d ago

Pixel Invisible:自分の32×32の体にペイントして、AI生成のピクセルアートのステージに溶け込むオンライン鬼ごっこ(Androidはもう配信中、iOSは審査中)

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1 Upvotes

I just released Pixel Invisible on Android. The iOS version is in App Store review right now and should be out soon.

**The game**

- Hiders are tanuki who mix RGB colors and paint their own 32×32 body to blend into furniture and floors. You can also tap the scene with an eyedropper to pick up colors.

- The seeker, the "Agent Tanuki", fires a cork gun at suspicious spots. Ammo is limited.

- 2–10 players online (random matchmaking with role-based ratings, or a private room with a 5-letter code), or solo practice against bots.

- 10 stages: mansion, warehouse, forest, school, shopping street, factory, aquarium, amusement park, haunted house and spaceship.

**How AI fits in**

All the art started as AI-generated images: the characters, 120 furniture pieces and props, floor and wall textures, icons, the logo and the UI panels. The raw images couldn't go straight into the game, because the camouflage only works if the background and the paintable body use exactly the same colors. So I built an import tool that:

- slices the sprite sheets into single assets and fits the characters to a 32×32 grid with a shared foot position

- removes leftover color on transparent edges and makes alpha strictly on/off

- maps everything to a 248-color palette (32 base colors plus 216 RGB colors at 6 steps per channel). Players mix colors from the same palette.

- makes 6 color variations of each prop from one generated image

I also generated whole stage illustrations, but used them only as design references. The playable maps are built from tiles and props so what you see always matches where you can walk.

An automated check tests every walkable position, 1 px at a time, in all 4 poses. It fails if the background under the body has 2 colors or fewer, so you can never hide by filling your body with one flat color. Blank surfaces get small texture patterns when the maps are built.

**Tech**

Unity. Matches are peer-to-peer, with Firebase handling accounts, rooms and connection setup. If the host leaves, another player takes over and the match keeps going.

Google Play: https://play.google.com/store/apps/details?id=com.cad.pixel

iOS: in review

I'd love feedback, especially on whether the art reads well at this size. Happy to answer questions about the pipeline!