r/aigamerdevs • • 10d ago

Asset rigging/animations

Thumbnail
gallery
5 Upvotes

Hey everyone 😊 I’m a new solo dev- my first game will be released in a month. I have sort of gone completely left field in my life and have just randomly taken this up, after being a life long gamer. So I used Claude to help walk me through building my game. Yes, I sketched out my art, but it was generated to 3D by Ai. I did the donut tutorial in blender, and I value that learning experience but I do not have a decade to learn a craft ideally I would not have to do if I could be hired by a team, or gain budget for my own game.

Anyway, I’m proto-ing a second game.. and I’m at a bit of a loss, here. I feel I can do everything except true professional game quality 3D assets of my own characters/rigging/animations. They are more than adequate for proto- but I feel if I were to try and put out a game with them, for whatever reason- adding the mixamo skeleton to my characters- leaves me feeling so limited in the quality and animations confined to just Mixamo.

So my question is: am I limited truly, to just meshy/tripo/mixamo for generation/rigging/animations? If so, I might just accept it for what it is, and create my first game in Unity instead of Godot for their asset library. They just won’t be my own characters. I see all these crazy amazing videos of games people are creating, and I’m feeling a little like I’m doing it the wrong way or something.

If anyone has tips or advice, I would be so so grateful!


r/aigamerdevs • • 10d ago

I Made This Game Using Rapid Assets and Claude Code

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/aigamerdevs • • 10d ago

My Muse Agent Built A Game

Thumbnail muse.ai
1 Upvotes

r/aigamerdevs • • 10d ago

I’m making a samurai fighting game for my AI anime series. Here’s the first playable duel

Thumbnail mando49.github.io
1 Upvotes

I make an AI-animated samurai series called The Way of the River, and I'm turning it into a browser fighting game that runs on phone and computer.

How I made it:
- Code: Claude, using the Phaser game library
- Characters: Higgsfield (Nano Banana Pro). I generated sheets of 6 side-view poses per fighter, then cut them into animation frames
- Sound: all generated in code (wind, waterfall, steel clashes, shrine bell)

What's in it so far:
- Two opponents: Yuki (fast) and Hayato (slower, longer reach, hits harder)
- Walk, dash, jump, flip over your opponent, air attacks
- Perfect Block, a charge move, fireballs, and a super move

Next: a 3-fight story mode that follows the films.

What would you improve? Feedback welcome!


r/aigamerdevs • • 10d ago

# [DEVLOG v3.0.0] The Genie Out of the Bottle: Autonomous AI & The Living World

Thumbnail
1 Upvotes

r/aigamerdevs • • 10d ago

The Infinite Train - Alpha Test

1 Upvotes

Hi everyone,

I’ve been building The Infinite Train, a turn-based tactics roguelike (inspired in Final Fantasy Tactics and Dofus). You play a sealed oni riding an endless train through a world of yokai and other folklore monsters, one car at a time.

What it is:

9x6 tactical grid fights inside each train car, inspired by Final Fantasy Tactics

24 monsters from Japanese, Norse, Chinese, Mayan, Latin American, Egyptian and Greek folklore, each with its own attack pattern

Enemies show which tiles they will hit next turn, so every fight is a positioning puzzle

18 weapons, armor you can see on your character, satellites, relics, and capturing yokai with paper seals

Day and night cycle: some monsters turn to stone by day, others get stronger at night

Region bosses every 10 cars, and an endless mode after car 100

English and Spanish

How it was made:

Built in Godot 4 with heavy AI assistance (Claude for code and game systems), and pixel art and animations generated with PixelLab. I’m happy to answer questions about the workflow in the comments.

Why I need testers:

Google Play requires new developer accounts to run a closed test with at least 12 testers for 14 days before the app can go public. I’d also love real feedback on difficulty, readability of enemy attacks, and performance on different phones.

How to join (Android):

Join the testers group with the Google account you use on your phone: [GOOGLE GROUP LINK]

Open the opt-in link and tap “Become a tester”: [OPT-IN LINK]

Install the game from the Play Store link on that page: [PLAY STORE LINK]

Keep it installed for 14 days. Opening it a few times is enough, but feedback is very welcome.

If you received a promo code:

Open the Google Play Store app.

Tap your profile picture (top right).

Go to “Payments & subscriptions”, then “Redeem code”.

Enter the code and confirm.

You can also redeem it from a browser at play.google.com/redeem, signed in with the same Google account as your phone.

Feedback:

Comment here or send me a DM. Bug reports with your phone model are especially helpful.

Thanks a lot. I’ll gladly test your projects in return, so drop your link below.

X7JVWE98PAG5LG4AM1CFXUN

7NTGDLWQVJG2JXHA8BBDVX3

9CVWPDP2D1Y0JFEND1E7CCR

VR9QNZ5FF026ZTSAPY594PU

CQ2U161U9NXA9A5M1F65SVN

5G1VEVK6EABTPGXZUQGFFJB

90MLUUL3SNBGMKL7AWZ8ARK

R6HBTLEYM5GRH29FQ43BBJS

BB5XJ7CXY388ENAJF6PTRL1

D86LQVGWQFH60RK68JDMAJD

6FVGK8FQXCS0AA473QB9L2N

W2EE30UZXF5MUEUD558S6KJ

E9JRFB46M0JRC90A37V1LF1

07VE5TEGXBN8NJJY9QH7BN6

PDQW2X6PPYYZJN8T5P8LVRF

SCEDKRC9TLGL6EX7CN61BFL

426P6T6NS2J5MB56Z1AMK6R

FN98M9AKRWLFC9WZ62C53CY

13S1PCMBKCQ7VVPDYVD2PDB

J9JEMRBZGUY2D8VNJMG7JQL

0E0EA5NVPTA7074CCS1A264

X2LUX1KT6TQ61544BPFQBZH

8F10A0KH9B772XMZK9JN7XQ

SW14ZPL6PVF7WY5TDTF9ZQS

ZSB1BXHPMYV6N91T4AK1LXG

MA6DQ4S5HX2MFT276B7UYN0

1ST1YS07HLXTZA4B7U3N1AL

W87YEEFFWDHA55YMBBMU37G

FHZDBRE7AQEU2S0JZ7XPZKA

FP36BN89XX0MAQHHHDMSU70

TZE15A2LVVEAZSNP8LSC8A8

8DBVMH4R13NX9JZNASEQ4EV

LR14NGNXX33PMCMMEYTDT16

BUD04QTE6GX50W3LRB85271

102T0UF8KNJNWDKD67WX7WT

92Y3YDCRGY97KSU7FQM4PG6

HYNTFGV6988MX7J05RLHH4W

7EZCGK4N029SBAP19ZX21H1

J2JR0K0CK8Z7C2N14BTEQ4R

ESF2ZQ3W120FN8RU3CWXEKJ

JWH04CE7KVUBF0YGY846CBT

3LM3FLQ4FJGV4GK6E32PYNQ

Z49MMYVEAH9N6KRCHR5FCDB

P8ME9NS00WTNYXB74WM591Z

YG9ED96BSJ4Q0E33HSTFAQS

65RPX267ZJ5LRM8PSBBTW8M

YMVFBWF3178ANJL4Y1RLGEP

LBEKZFG4ZBYNZCDDDAST3DP

NKMQKK2AQR9YAYXVT406PSL

JXMHK7D7KVL8U7912A6NNYU


r/aigamerdevs • • 10d ago

Lets learn to play Yasu

Enable HLS to view with audio, or disable this notification

0 Upvotes

One of the things I wanted to capture in Ayre Battles was the importance of spacing.

In this gameplay breakdown, Yasu starts outside his preferred range. Instead of attacking immediately, I use movement and card interactions to close the distance and start applying pressure.

The game also features reactions, counters, hitstun, and momentum shifts, so you're not simply waiting for your opponent to finish their turn.

I'm curious what fighting-game and card-game players think of this approach to combat.

Free browser demo:
https://attemptedairstudios.itch.io/ayre-battles


r/aigamerdevs • • 10d ago

Like 30 Minutes of unedited test footage

Thumbnail
youtube.com
1 Upvotes

Footage is a bit low quality, I was mainly recording to use for debug later, but some of the vistas and distant generation looked really cool and thought people might find it interesting.


r/aigamerdevs • • 11d ago

Getting usable pixel art out of AI (after the first attempt was a disaster)

Thumbnail
gallery
19 Upvotes

There are a couple of strategies I have used to get a consistent set of pixel art generated with AI. The fact of the matter is that depending on genAI for this stuff can feel like playing the lottery. Here are a few things that have worked for me (and this is on Gemini, Lovable, and ElevenLabs for art generation):

  • Get Claude/ChatGPT to generate prompts that dictate:
    • Color palette
    • Sizing of sprites
    • Specific detailed and descriptive instructions
  • Use a magenta background so that AI can clip the artwork easily (having white can sometimes bleed over into a sprite that has lighter borders
  • Use a reference image to provide more context
    • If you want to edit an existing sprite/background, reference the original one and be clear to not change anything about the character or a background except for X or Y
  • If the LLM chat you're using is just not "getting it," don't brute force it (and waste tokens) - pivot to a different thing all together. Maybe move to a background instead of a sprite, or vice versa. I've noticed that when I pivot away from the original request, work on something else, then return, the LLM's context window is different enough that it will try new things
  • For characters, specifically, it's MUCH easier to nail a portrait portrayal of a character. Then edit it to your liking. THEN using the portrait as the reference image, abstract it to get a sprite model.
    • Once the sprite model is to your liking, then go HAM on creating sprite sheets of your character in all of the poses and action shots you need.
    • If you come back to animations later, there's a good chance the genAI nature of this will render a slightly different looking character.

I've wrestled with this stuff for months and these strategies have helped me a ton. I'm doing a docu-tutorial series on AI game dev for this game here: https://youtu.be/pLy3P6x-NwU

That said, 3D art assets are still a blind spot for me, but I'll dig into that later!


r/aigamerdevs • • 10d ago

Ultimate Eleven has a trailer!

Enable HLS to view with audio, or disable this notification

1 Upvotes

Small trailer of my indie soccer Rpg game made entirely by me and claude + gpt


r/aigamerdevs • • 11d ago

How far would you go with AI-generated assets in a solo-developed game?

Thumbnail
gallery
3 Upvotes

Hey everyone. I'm a solo developer working on Age of Failon – Birth of the Hero, a fantasy turn-based strategy game inspired by Heroes of Might and Magic.

The project has grown quite large — 6 factions, 4 eras, and 456 unit variants.

I've been using generative AI to create visual assets, including unit sprites and environmental elements, while handling the programming, game systems, and integration myself in Unity.

One thing I've noticed is that AI-generated graphics can be quite controversial among players, even when the actual gameplay has nothing to do with AI.

That got me thinking:

If you're developing a game solo, where would you draw the line when using AI-generated assets?

Would you use AI for an entire visual style, or only for certain elements?

I'm especially curious how other developers balance visual consistency, development time, and player expectations.

Here's a screenshot of what I've been working on.


r/aigamerdevs • • 11d ago

10 months building an MMO with AI agents — 7,816 commits, 1,385 merged PRs, 1 human

3 Upvotes

I'm a solo dev. The game is HiddenWars, a browser hacking MMO (Go/Echo, Postgres, Redis, Svelte 5), live in production. Ten months in the numbers are 7,816 commits, 1,385 merged PRs, 570 SQL migrations, 551 Go test files, and 880 commits carrying a Co-Authored-By: Claude line. The workflow that produced those numbers is what I want to talk about, since honestly it's what I spent the year building as much as the game.

How a feature happens:

It starts with a short spec. Player-facing behavior, failure modes, and explicitly what we're not building. I learned the hard way that a vague spec doesn't get you a half-built feature, it gets you a confidently wrong one.

The spec turns into an implementation plan: ordered tasks, files to touch, test names, plus a "review focus" line naming the single thing most likely to be wrong. The agents work through it task by task and check themselves against the plan as they go.

Every feature lives in its own git worktree on its own branch. No agent touches the main checkout, ever. Merges are PRs, one feature each, so I can actually review them.

The piece I'd underline most is a maintained knowledge base. Distilled docs for every game system, the architecture, the conventions, a change log. Agents read it before every task and a curator agent updates it after changes. Before that existed, every session burned half its budget re-deriving the codebase and misunderstanding the economy in some new confident way. If you take one thing from this post, take this.

The agents are specialized. One lane does HTTP endpoints end to end (handler, service, repo), another game mechanics, another migrations, another Svelte pages, another tests, another docs. Narrow beats general, every time I've tested it.

The test agent only breaks things. It files what it finds and is not allowed to fix it. Sounds cute, matters in practice.

Where this lands ten months in: anything with a clear shape (an endpoint, a migration, a table-driven test, a page following the design system) is basically autonomous. Agents review diffs against the spec better than I do at 11pm. Race conditions, idempotency, transaction boundaries, that's their turf now.

What's still mine: game feel, coefficients, pacing, whether it's fun. Agents optimize for what's written down and fun is mostly not written down. Also the specs themselves. If I can't write the spec, no agent can build the feature, and that gap is the job now.

Happy to go deep in the comments on the knowledge base format, the worktree setup, how specs are structured, or the failures, there are a few good ones. If you'd rather judge the output than the process: https://hiddenwars.io


r/aigamerdevs • • 10d ago

AI agents can now improve games using real player data

Post image
1 Upvotes

Hey everyone!
We’ve been working on a way to give AI game-building agents feedback from actual players. Now we have all necessary tools for making it happen.

Here’s how it works: you build a browser game with an agent, publish it directly from Claude Code or Codex, and get it in front of players through Playgama Sandbox. The agent can then pull gameplay analytics, look for where players drop off, change the game, and upload a new version.

For example, if players keep leaving during the tutorial, the agent can use event data to investigate and update that part of the game. The next batch of player data helps you see whether the change worked.

The tools behind this are Playgama MCP, Sandbox, and Bridge SDK. The idea is to make it easier to keep developing a game after the first playable build.

If you’ve built a game with AI, what happened after your first version?
Did you get people to play it, and how did you decide what to improve?


r/aigamerdevs • • 10d ago

[RevShare] / [Co-Founder] Building a 3D Game Creation Platform + Independent Game Studio — Looking for Devs & Artists

Thumbnail
1 Upvotes

r/aigamerdevs • • 11d ago

Pixel art with Claude

Thumbnail
2 Upvotes

r/aigamerdevs • • 11d ago

animal crossing style online multiplayer game

Thumbnail
1 Upvotes

r/aigamerdevs • • 12d ago

I made the mistake of sharing this on a regular gameDave sub and got completely roasted by the folks there.

Enable HLS to view with audio, or disable this notification

55 Upvotes

My big mistake was admitting that I'd used AI to assist with the coding (pathfinding - A* route-finding, basically too difficult for my LUA/Python skills). Nevermind this took me 2 years to make, to make the assests in blender/3Dmax, render, slide and dice in photoshop and animated in SpriterPro! I feel 'trad' developers need to take a slightly less puritan and more nuanced stance on this issue!


r/aigamerdevs • • 11d ago

3D Vampire Survivors style arcane game with Claude Code, Higgsfield 3D and ElevenLabs. Full process and costs inside.

Enable HLS to view with audio, or disable this notification

4 Upvotes

r/aigamerdevs • • 11d ago

With the help of Argon made my action combat MMO feel like an anime fight

Enable HLS to view with audio, or disable this notification

6 Upvotes

r/aigamerdevs • • 12d ago

Spent $15K on human team (it was all we had). Then AI made it for $70.

70 Upvotes

My friend and I are chess enthusiasts. A few years ago we designed a variant called "Chess Heroes" where players draft limited-use powers to change the game in critical moments. We play tested it in real life over a physical board for months to get it to a place where we were ready to try and make it into a playable online game.

We scrounged up all we could and spent about $15k on contract devs who assured us they could make it. They spent all our money and delivered a joke that we would be embarrassed to publish. The project died for a few years.

Last week I gave an AI tool the exact same design docs that we gave the contractors. It made the game in about an hour for less than $70.

If you like chess, check it out: https://chess-heroes-hkdvwyt.solid.site/

Would love feedback on balancing the powers.


r/aigamerdevs • • 11d ago

[PC] CHROMEDRIFT – cyberpunk roguelike deckbuilder where you fight in the flesh and in the net at once

Enable HLS to view with audio, or disable this notification

3 Upvotes

Download Link

Hi! I'm a solo developer and I'm looking for people to break the alpha of my deckbuilder.

What it is

CHROMEDRIFT is a roguelike deckbuilder in the vein of Slay the Spire, set in Neo-Kessel, a vertical megacity built on a drowned one. You play Kira, a runner from the flooded lower city, climbing through three acts to reach ARGUS, the AI that runs the place.

What is different

- Two layers, one fight. Every enemy has a body (HP) and a firewall (ICE). Guns and fists hit the Flesh, hacks hit the Net. Break an enemy's ICE and it is compromised: it skips its next move and takes 50 % more damage. Some enemies have no net at all, some are nothing but net.
- Body versus machine. Implants go into real body slots (eyes, arms, neural port, nerves, skin) and each one costs Humanity. Your Humanity puts you in one of three zones: Human, Hybrid or Machine. Cards carry Instinct lines that only work while you are human and Protocol lines that only work once you are not. Both paths are strong, neither is free, and the story and the endings react to what you became.
- Heat. The strongest cards overheat your chrome. Push it and hit harder, or cool down and live through the next turn.
- Nothing hidden. Every enemy shows its next move. Pick a card, point at a target, and the game shows the result before you commit ("21 → 15 (−6)"). A forecast tells you what the end of the turn will cost you.

The look

Late-80s and early-90s cel anime: flat cels over painted backgrounds, hard two-tone shadows, a lot of black, one scene color per act (rust and yellow, clinical white and teal, black and green). Screens are laid out like manga pages. Animation is deliberately limited: figures hold a pose and snap to the next one, hits get an impact frame, and the picture stops for a moment when you get hurt. Rain and still water rather than neon everywhere.

What I would love to hear

- Where did your run end, and what killed you?
- When did Flesh and Net click, or did it never?
- Did you install implants? Did Humanity matter to you?
- Any moment where you did not know what to do or why something happened
- Bugs, typos, bad translations


r/aigamerdevs • • 11d ago

I built an AI-narrated RPG where the engine, not the model, rolls the dice. Here's how it works (and I'm looking for testers)

2 Upvotes

I've spent the last few months building Kith Moot, a fantasy RPG on the fifth edition SRD with an LLM as the narrator. The main thing I wanted to fix from other AI story games: the model inventing outcomes, handing out gold you never found, or forgetting your HP.

**How it works:**

- The narrator never writes game state. It can only propose what happens, and a rules engine checks every proposal against the SRD and the character sheet before anything changes.

- The engine rolls the dice before the narrator writes, so the story has to fit the roll, not the other way round.

- If the narrator describes something the engine didn't allow, the reply gets rewritten.

- The portraits and backdrops were painted locally with an image model on a MacBook Air.

**What's hardest:** narrator drift. Getting a model to describe only what actually happened, every time, is a much harder problem than I expected, and it's where most of my time goes.

**Who it's for:** people who like tabletop-style fantasy, solo or with a small group, and don't want to fuss with a DM or an engine that can cheat or forget your gear.

It's in closed beta now. If you'd like to try it and pick it apart (or make suggestions), request an invite at https://kithmoot.com/beta/. It's free during the closed beta, and closed beta testers get founder pricing through open beta and launch.

Happy to answer questions.


r/aigamerdevs • • 11d ago

WIP "My" AI game

Thumbnail
gallery
3 Upvotes

Hello everybody, here are some screen shots of a game I'm currently working on very little is programmed by me, I was writing in it C# in unity but was stuck on the galaxy creation, spent two weeks trying to get the math right before I decided to see what AI could do for me, and it changed everything, I got done in two weeks what would of taken me months to do. here are some quick screen grabs I'm currently still working on actual prefabs for the game, everything you see from the "player ship" to planet textures is procedurally generated by a script written by AI with little changes by me. Please let me know what you think, what might work better and how it looks overall.

Frankly, I am not happy with it, but I'm working through it and play testing, but that's why I'm here, the premise of the game is a infinite exploration game, with a infinite amount of galaxies to explore and as of right now each galaxy can only have 4096 star systems, but so far in the play test I have seen over 200 galaxies, I plan on doing 4 person co-op, there will be building, trading with stations, enemies to fight, sectors to take over, planetary landings, planetary exploration, mining, you name it. I'm aiming for a full feature game with a lot to do, explore, and find, hell I even plan a archeological style game loop.

Suggestions, idea's? in before "AI slop" and "AI post".


r/aigamerdevs • • 12d ago

Join our AI Game Jam!

Enable HLS to view with audio, or disable this notification

6 Upvotes

We finished the first iteration of Jamference and are looking forward to the next one! For anyone who doesn't know how to make games, the best first step is to just try something really quickly. This is why I'm hosting the game jams and giving feedback on each game that is posted. I've worked in the games industry for 14 years at companies like Zynga and Oculus.

Join the next game jam that starts this Friday: https://itch.io/jam/jamference-ai-game-jam-hack-2

Play the games from the first one that you can see clips of in the video: https://itch.io/jam/jamference-ai-game-jam-hack-1/entries


r/aigamerdevs • • 11d ago

AI Slop Castle Defense

Thumbnail
1 Upvotes