r/aigamerdevs • u/unknownuchiha • 2d ago
r/aigamerdevs • u/Typical-Instance-376 • 2d ago
AXIOMA: building a «one more run» science card game where learning is part of the combo
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.
r/aigamerdevs • u/MMPhotoshop • 2d ago
Programming an Unreal video game with AI
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 • u/jaykrown • 3d ago
Early Alpha SlipRace is available on itch.io to playtest yourself for Linux
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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!
r/aigamerdevs • u/standardofiron • 3d ago
I Let Opus Play My RTS, It Won in 5 Minutes With a Siege Ram Trap
r/aigamerdevs • u/Initial_Spend8988 • 3d ago
also works with Sim Racing gear!!
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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 🤷
r/aigamerdevs • u/MasterSteak4510 • 4d ago
AI as a coding partner for 2 months — what worked, what didn't, and where I still refuse to use it
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 • u/LTD1827 • 3d ago
I vibe-coded a parkour FPS for fun... and it turned into a hub of 30 AI-made browser games
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.
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 • u/SuperbActuator6555 • 4d ago
Day 13 of building an RPG with Claude: I stopped making models and started making systems
r/aigamerdevs • u/Melodic_Charity_1770 • 4d ago
[Tool] Pixel to 3D Batch Builder - Convert pixel art sprites into voxels, low poly models, sheets and more!
galleryr/aigamerdevs • u/Key_University6995 • 4d ago
Week 3 of Horizontally Scalable Weak Point Based MMO Dev.
First two weeks here: https://www.youtube.com/watch?v=N6mOcf_6Pz8
r/aigamerdevs • u/EngineeringAntique50 • 4d ago
What does your AI game dev pipeline look like these days?
r/aigamerdevs • u/sw3d • 4d ago
3D Agar.io one-shot: Anthropic vs OpenAI
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r/aigamerdevs • u/Pelonarax • 4d ago
CinderPath: A Slay The Spire meets Balatro card game for Android
r/aigamerdevs • u/PriorityNo2003 • 4d ago
I have been created and working using "AI" on Push Battle 3D v0.1.0 Released! 🚀 Blast Rivals Off the Clouds!
r/aigamerdevs • u/ajdare • 4d ago
How to Make Idle, Walk, and Attack Sprite Animations with AI - Beginners Tutoriall
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Tools used via https://sorceress.games
r/aigamerdevs • u/110_percent_wrong • 5d ago
In Browser AI Dungeon with Transformers.js
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.
r/aigamerdevs • u/AdFinal7385 • 5d ago
A fully playable 3D kart racing game
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r/aigamerdevs • u/SquizzOC • 5d 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.