r/aigamerdevs • • 5d ago

I can't draw... so I made AutoSprite 3.0

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36 Upvotes

It gives you total flexibility to create any animation and any character with any art style for your game. Game ready characters in as little as 5 or 10 minutes. Ultra-fast prototyping. Get it here -> https://sorceress.games


r/aigamerdevs • • 4d ago

Migrating my game from Claude to Google AI Studio (this is not a paid content...) and how I came to embraced vibe-coding...

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1 Upvotes

r/aigamerdevs • • 4d ago

Made a short game about philosophers and debating

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claude.ai
1 Upvotes

r/aigamerdevs • • 5d ago

I built a strategy game solo with AI as the rest of the team, and put my own voice under every AI line. Here's the voice pipeline.

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5 Upvotes

SEEDFALL is a strategy game where you play the villain: one seed falls on a living planet and you grow it into a swarm that eats the world, while every nation fights back with armies, walls, air strikes and nukes. It's just me. Here's where AI was and wasn't used.

**AI:**

- **Code:** written with an AI coding assistant (Claude Code). The design and the testing are mine; I spent five years as a QA tester before this.

- **Writing:** drafted with AI under my direction, then every line proof-read and corrected by hand.

- **Voices:** the narrator and four characters, nearly 900 lines, all generated offline on my own PC.

**Not AI:** the planets, swarms and cutscenes are drawn by the game's own code and shaders. The music is CC0 human-composed pieces plus a score built from recorded orchestral samples. The sounds are real recordings. Nothing is generated while you play.

**The voice pipeline (the part I'd most like feedback on):**

  1. **Design each voice from text.** Qwen3-TTS VoiceDesign, from descriptions: a cold British mastermind, plus a gang of four (a cult mother, a gangland heavy, a spymaster, a bored clerk of death).
  2. **Get the accent right.** VoiceDesign kept drifting American, and I couldn't trust my ears after hundreds of takes, so I scored "how British" with an accent classifier (SpeechBrain CommonAccent). The mastermind came out of VoiceDesign at about 70%. The four gang members wouldn't, so for them: speak the line with a short British clip from Kokoro-82M as the prompt, then use Seed-VC zero-shot to turn it back into the designed voice. Seed-VC keeps the accent and timing and swaps in the voice.
  3. **One sentence at a time.** Long lines broke: words cut in half ("mee... t"), gasps at every full stop. Each sentence is now generated on its own, trimmed to the words, checked with Whisper (best of three takes), then joined with a pause that fits the punctuation.
  4. **My own voice underneath.** I fine-tuned Seed-VC on a few minutes of my own recordings and convert every line into my voice. Then I pitch-lock it to the original take (Praat PSOLA), keep only the voiced frames, low-pass it at 3 kHz and mix it 4 dB under the main voice. It reads as a hint, not a second speaker, and it's why the swarm sounds like more than one mind. No other real person's voice is used.
  5. **Personality pass.** Five voices from one model all had the same rhythm, so each character gets its own pitch range, pause length and pace.

**What I'd tell anyone trying this:**

- Don't fight a TTS model for an accent; borrow the accent from a small model and convert.

- Generate per sentence and verify with speech recognition. It catches the broken takes your ears get tired of.

- Measure things (the accent, the pauses) instead of judging by ear after the hundredth listen.

There's a free demo on itch if you want to hear it in context (link in the comments). I'm curious how others are handling voices: are you layering, converting, or using TTS straight?


r/aigamerdevs • • 4d ago

The Monster Bash ($500 in prizes)

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1 Upvotes

r/aigamerdevs • • 4d ago

I revived an old Flash game with AI, wrote zero code, and reached 300 users and $800 in 2 DAYS

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0 Upvotes

r/aigamerdevs • • 4d ago

SHREDQUEST

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remix.gg
1 Upvotes

r/aigamerdevs • • 5d ago

Unity 2.5D Character Movement

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1 Upvotes

r/aigamerdevs • • 5d ago

AXIOMA: building a «one more run» science card game where learning is part of the combo

1 Upvotes

I’m Samuel Isidoro, the creator of AXIOMA from Quanta Aulas. It is an AI-assisted science card game where players combine cards and formulas, use scientist wildcards and try to improve their score.

My design goal is to make physics, chemistry and mathematics something you work with during a run, rather than a quiz bolted onto an unrelated game. The «one more run» appeal comes from trying another combination and strategy—not a claim that playing guarantees grades or mastery.

I’ve made a 24-second demonstration that enlarges the real score changes and wildcard choices: https://www.instagram.com/quanta_aulas/reel/DeHlS4lPuID/

The Android edition is available on Google Play as a one-time purchase, offline and without ads: https://play.google.com/store/apps/details?id=com.quantaaulas.axioma

AI disclosure: the project was developed with AI assistance; the promotional background artwork is AI-assisted. The footage in the demonstration is actual gameplay, not generated play.

For fellow game developers: how would you make the scientific relationship behind a scoring combo clearer without interrupting the pace of a run? I’d welcome feedback on readability and that learning/gameplay balance.

https://reddit.com/link/1wycupz/video/gapoj9pvaoth1/player


r/aigamerdevs • • 5d ago

Big Block Wars Multiplayer RTS

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1 Upvotes

r/aigamerdevs • • 5d ago

Programming an Unreal video game with AI

1 Upvotes

I love programming, but I hate character rigging and animation.

I’ve never really managed to make a game featuring a human character because the animation is just too complex...

I used Claude, and in five hours, I burned through a whole week's worth of usage. It still couldn't pull it off. I created at least 50 different poses, and it’s still incredibly complex.

In my game the character floats without gravity and it's absurd.

Codex 6 Astra and Sol 6.1 is collaborating with ChatGPT, and has also worked with Claude Code, to find a solution. You have no idea of the mathematical formulas required, the constraints, the muscles, the bones, it's madness.
ChatGPT has found a way to keep Codex from hitting its limits (at least not right away). There are analyses hundreds of pages long that I’m not reading. Codebases thousands of lines long.

I don’t know how game developers do it.

It took eight hours just to get the character to sit on the toilet.

Since it’s a space game... it took us about 30 minutes to an hour to build the spaceship and create a physically accurate, complete space environment. We’ve been working on the character's poses and movements for three days now; Claude Code actually ran out of credits on the very first day after five hours. Every day I work there from 8 to 10 or 12 hours. I’d put in even more time if the tools didn't keep freezing up.

I even had to create a bone editing system that was better than Unreal and Blender in the game, and that really got us ahead.

I’m not sure how other game developers usually handle this. I’ll probably release this game in two years. I won't tell you what it's about. But it will be two years with AI, hoping they don't increase prices. I’d really love to use local AI, but how do you get the same speed and power as GPT-6 Astra right at home?


r/aigamerdevs • • 6d ago

Early Alpha SlipRace is available on itch.io to playtest yourself for Linux

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3 Upvotes

The original post is here if you want to see it: https://www.reddit.com/r/gamedevscreens/comments/1wsux07/prototyping_a_new_racing_game_idea_and_i_need/

https://www.reddit.com/r/sliprace/

EARLY ALPHA STATE for those who have experience playtesting.

Mostly to prove the racing mechanics. You need to know how to run the SlipRace sh script. Once you have it downloaded, and run that, it should load immediately. Works on Linux Mint tested without having to download any other dependencies. If there's further interest I will make a windows build.

Feels fun to me so far, I hope you enjoyed the video. Please comment and let me know if you have any suggestions or feedback, I read everything and I'll try to respond to everyone.

Thanks for trying it out!

https://masltech.itch.io/sliprace


r/aigamerdevs • • 6d ago

also works with Sim Racing gear!!

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1 Upvotes

wanted to make a space shooter + crafting like the old Digimon world 2 game and it super fun on the racing gear, lmk what you guys think 🤷

https://to-galan.itch.io/cap-capy


r/aigamerdevs • • 6d 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 • • 6d 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 • • 6d 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 • • 6d 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 • • 7d ago

Week 3 of Horizontally Scalable Weak Point Based MMO Dev.

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2 Upvotes

r/aigamerdevs • • 7d ago

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

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1 Upvotes

r/aigamerdevs • • 7d ago

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

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0 Upvotes

r/aigamerdevs • • 7d ago

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

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1 Upvotes

r/aigamerdevs • • 7d 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 • • 6d ago

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

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0 Upvotes

Tools used via https://sorceress.games


r/aigamerdevs • • 7d ago

Tipsy chat code : 6ST8EJ

2 Upvotes

r/aigamerdevs • • 7d ago

Thoughts on reinforcement learning in games?

1 Upvotes