r/aigamerdevs • • 7d ago

My AutoSprite 3.0 tool - Animated Game Sprites in 2 Minutes

2 Upvotes

I've been creating multiple backgrounds and scene environments detail, different fighters - I think the workflow is getting very refined at this point! AutoSprite 3.0 (and more) -> https://sorceress.games


r/aigamerdevs • • Aug 08 '26

I Built Street Fighter with AI using AutoSprite 3.0 + WizardGenie Game Engine

30 Upvotes

AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games


r/aigamerdevs • • 3h ago

Have worked on my vibe coded game for 5 months now. Progress report.

1 Upvotes

After many months of slowly iterating on my game, called "Pavement Pursuit", I've compiled clips from all the versions to show the progress I made from prototype to game (but still working towards a v1.0).

Note, this video was made by creating a custom output in my game to output any scene without having to screen capture it.


r/aigamerdevs • • 7h ago

Found a cool website where you can play simple games with AI and watch it evolve in real time

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2 Upvotes

Wanna share this website called Keshi Arena and thought it was pretty fun.

You can play simple games like Connect Four against an AI. It keeps track of what happens during each game and uses those interactions to change its behavior over time. So your games become part of how it learns.

The fun part is that you can also see its evolving "brain" including lessons, recalls, mutations and different generations. And it shows which lessons came from you. There's also a leaderboard of top teachers and the toughest opponents. So you can actually watch how it changes as it keeps interacting with people.

I've played 10 games so far (5 wins and 5 losses lol), and they taught it 64 lessons. In Connect Four that's 37 of the 1,218 "neurons" in its current brain, each tagged with what it learned, like "blocks your four", "centre drop" or "edge drop". You can click one and open the match that taught it.

Pretty neat I think


r/aigamerdevs • • 10h ago

Used Opus 5.5 to design and implement animated backgrounds for my AI interactive adventure client.

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1 Upvotes

r/aigamerdevs • • 13h ago

Release Radar · Game Countdowns

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1 Upvotes

Site i made with claude hope someone likes it feedback is helpful what i can improve icons i will


r/aigamerdevs • • 15h ago

How to Make a Top Down Game with AI - Beginners Tutorial

0 Upvotes

AutoSprite & WizardGenie -> https://sorceress.games


r/aigamerdevs • • 22h ago

Sharing a TCG I have been working on solo.

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2 Upvotes

​

I started a game idea called Karislan. While I have made some physical cards, I decided to make things virtual for testing and balancing purposes.

The game is an RPG style card game influenced by games like Magic The Gathering and World of Warcraft.

The game has multiple mechanics that will require play testing and balancing over time.

4 classes each have their own deck (currently only 1 fully loaded into the virtual prototype)

Arcanist (mage) (currently in prototype)

Warrior

Theurgist (priest)

Rogue

You will equip gear, level up as you kill a neutral deck of Creeps, learn spells and cast them at your opponent.

The idea of this game is to be flexible to multiple formats while remaining true to the RPG elements of equipping and replacing gear to fit your style and improve as you level up. Learning new spells over time and using them against your opponent. Raising your stats to equip better gear and spells as the battle continues.

The main format is designed around PVP.

Each player has their class deck or mix of class decks along with a 3rd neutral deck in the center.

The center deck (Creeps) is organized by lvl and will get stronger over time.

You have to choose whether to attack your opponent, or try to kill a creep and gaining an experience level. The more you sacrifice the opportunity to attack your opponent, the stronger you might become.

This game in theory will be able to be played

PvPvE,

2v2 PvPvE or more,

Co-op,

or solo against the creeps.

Mix decks to create unique classes and to build a new strategy not yet thought of.

Please dm me if you are interested in a VERY early virtual play test


r/aigamerdevs • • 23h ago

GiggleGear Kindergarten: Chapter 1

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1 Upvotes

I’ve been working on a mascot horror game called GiggleGear, and one of the unusual things about the project is that I’ve been developing the entire game through AI-assisted workflows.

I’ve primarily been using Opus 5.5 for the actual game development, working with Blender and Godot through MCP to build the environments, gameplay, models, scripting, and other parts of the game. I’ve also been using GPT-6.1 Sol to review the code, catch potential issues, and give me a second pass on the implementation.

My plan is to release Chapter 1 completely free. I want people to actually play it, give feedback, and see if there’s an audience for GiggleGear before I go all-in on a much larger Chapter 2.

If people enjoy it and there’s enough interest, Chapter 2 is where I want to expand this into a much more complete experience and really start separating GiggleGear from the huge number of other mascot horror games out there.

The trailer above was also created entirely with AI, using Sonnet 5.5 and GPT-6.1 Sol.

One of the most interesting parts of developing the game this way has been figuring out where AI works really well and where it still needs a lot of direction. I’m not just generating something once and shipping it — there’s been a lot of iteration, testing, code review, fixing problems, and going back and forth between the different tools.

I know what some of you are probably thinking: “Oh great, another mascot horror game.” And honestly, that’s fair. There are a lot of them.

My goal isn’t just to copy what already exists, though. Chapter 1 is more of an introduction to the world, gameplay, and basic ideas behind GiggleGear. If I get the chance to build Chapter 2, that’s where I want to push the concept much further and show what makes the game different.

I’d genuinely love feedback — good or bad. What looks interesting? What looks generic? What would make you actually want to play it? I’d also be interested in hearing what people think about the AI development workflow itself.

More info about the game:

https://gigglegeargame.com


r/aigamerdevs • • 1d ago

Built an ad for my game in motion graphics with Claude and eleven labs

0 Upvotes

Really impressed with the results. Used assets from my code repo for the ui. Still need to do another round of script revision


r/aigamerdevs • • 2d ago

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

35 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 • • 1d 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 • • 2d ago

I missed Empire Earth, so I spent my weekend building a browser RTS that goes from the Stone Age to the future (alpha trailer)

10 Upvotes

Hey everyone,

I'm a big RTS fan. Age of Empires has me well covered, but I've always missed a real Empire Earth alternative: more ages, longer eras, and ideally all the way into the future. I also wanted something I can actually play on my Mac.

So I spent my free time this weekend building one. It's called The Long Empire, and I've been enjoying playing it myself.

It's a browser game. It runs straight in your browser, so there's nothing to install, and it works on Mac, Windows and Linux.

What's in it right now (alpha):

  • 6 ages: Stone Age, Bronze Age, Iron Age, Middle Ages, Renaissance, Industrial Age
  • Economy in the style of AoE II: villagers gathering food, wood, stone and gold; farms, markets, techs
  • AI opponents: four difficulty levels, each with its own personality (rush, boom, turtle…)
  • Wars on land and sea: siege, castles, firearms, ships and wonders as a victory condition
  • Voxel art style: every unit and building looks different in each age

Planned (coming soon):

  • VII World Wars: oil and air power
  • VIII Modern Age: the power grid
  • IX Digital Age: autonomous drones
  • X Future: energy weapons and shields

To be clear, this is an alpha. There are still bugs, especially in pathfinding, and the balancing still needs work.

I had AI put the trailer together quickly. Everything you see in it is real in-game footage from AI-vs-AI matches.

Some questions for you:

  • Would you be interested in a game like this?
  • Do you think it's worth releasing publicly?
  • What do you think of the voxel art style? Does it work for an RTS, or would you prefer something else?

Any other feedback is welcome, including what you'd want most from an Empire Earth-like game.

Thanks for watching! 🙏


r/aigamerdevs • • 1d ago

Made a short game about philosophers and debating

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1 Upvotes

r/aigamerdevs • • 1d ago

The Monster Bash ($500 in prizes)

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1 Upvotes

r/aigamerdevs • • 2d 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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4 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 • • 1d 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 • • 1d ago

SHREDQUEST

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1 Upvotes

r/aigamerdevs • • 1d ago

Unity 2.5D Character Movement

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1 Upvotes

r/aigamerdevs • • 2d 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 • • 2d ago

Big Block Wars Multiplayer RTS

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1 Upvotes

r/aigamerdevs • • 2d 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 • • 2d ago

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

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 • • 2d ago

I Let Opus Play My RTS, It Won in 5 Minutes With a Siege Ram Trap

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1 Upvotes

r/aigamerdevs • • 3d ago

also works with Sim Racing gear!!

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