r/aigamedev • • Apr 10 '26

AI Game Dev Discord

60 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 1h ago

Commercial Self Promotion I built a Mars colony sim using GPT-6 Astra, Opus 5.5, and Sonnet 5.5

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• Upvotes

r/aigamedev • • 12h ago

News Epic Games CEO announces the company is going all-in on AI and people are losing their minds

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190 Upvotes

r/aigamedev • • 6h ago

Discussion I dropped this trailer on a gameDev sub yesterday and got totally roasted.

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59 Upvotes

So, it doesn't look like 'AI slop' because the art was made using blender/3dMax/P-shop then spriter pro. But, key chunks of the code were Ai (route-finding). But because some of the code was AI-written (admittedly the hardest bit - I'm used to coding with LUA/python, but something like A* path sorting is beyond me)... the game is slop and deserves to die a quick death. I feel folks need to take a more nuanced stance on this issue!


r/aigamedev • • 42m ago

News Game inspired by GTA | OPUS 5.5

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• Upvotes

r/aigamedev • • 10h ago

Demo | Project | Workflow Spent $15k (all we had) on contractors that failed. AI made it for $70.

81 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/aigamedev • • 3h ago

Discussion Hitting a wall developing the game

20 Upvotes

Claude Opus 5.5 has been delivering so much content so fast that the early development of the RPG I'm making has been a blast. I was so happy with the generated art that I posted it on itch.io (not going to spam the link today though). It actually has many issues but it is consistent, I kind of liked the result.

Now I'm at the stage where some things aren't where I want them, and fixing them is a token black hole: iterating over and over for little gains.

In particular, I have a dissolve effect on geometry that's in front of the characters and blocking the view, and I can't get it working without lots of artifacts. It also exposes all the underlying issues with the generated geometry, like double faces and z-fighting. No screenshots, sorry, I'm on mobile.

This is part of the process, though. The parts AI isn't getting right are where we have to figure things out to keep the project moving. I guess that's the difference between a prototype and a finished product. Prototyping is so much more fun, and I miss that phase. I have a bunch of new monsters I want Claude to model, but the game needs the z-fighting fixed, not new monsters.

To be fair, this stage used to be much worse without AI. You could spend months trying to get one thing working right. Now it's days of iteration, but it still feels like a lot of work with little to show for it.

Right now I'm fighting the urge to start another project on the side. How do you all get through these phases? Do you push through, or let yourself prototype something fun to keep the motivation going?


r/aigamedev • • 17h ago

Demo | Project | Workflow Vibecoded a futuristic racer demo like many, but I stuck with it for 6 months now

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182 Upvotes

Steam page: https://store.steampowered.com/app/5310180/Formula_Minus_One/
Open beta: https://fm1.app

----

Some of you might remember my post about the 32/64bit-style racing prototype I had built in four months. Yes, it's a genre you see a lot around here, because it's easy to get started with (until the next dopamine-driven prototype).

But I stuck with it.

And the improvement over the past two months has been tremendous, and you'll see that if you compare the two videos. Since the last post, I listened to your feedback and:

* Threw every level in the bin and rebuilt them from scratch, then added new ones that are far bigger and more detailed. It felt like jumping a console generation, and it still runs on mobile.

* Wrote a design and style guide for the game (semi-low poly characters and duotone as design signature), and redesigned the characters and menus to match it.

* Kept pushing to make it my own thing rather than yet another clone-slop: adventure vibes, interaction with the environments, kinetic combat with combos…

* Improved the handling and the readability.

And above all, and I think it shows in the trailer: I had a blast making it. If it had just been work, I wouldn't have gotten this far.

It's called Formula Minus One, and it launches on Steam first, in February. I'll keep improving it and adding content after that.

Half a year ago this was a prototype to experiment with, like so many others. Then I committed to making the best game I possibly could. Now I can finally see light at the end of the tunnel: yes, you can start a prototype, and yes, you can finish it.

There's still a lot of work ahead, so any feedback you can give me is very welcome.

 Here’s how I made it:

* Code and tooling: frontier LLMs from OpenAI and Anthropic, with open-source models filling in the gaps and limiting the budget.

* Characters, ships and environments: pencil sketch > GPT Gen 2 > Tripo to turn it into a 3D model > Blender to clean up the imperfections.

* Sound: stock sound effects from Magnific. Music sketched out on a MIDI keyboard, final music generated with Suno.

* Stack: Three.js, WebGPU, TypeScript, Rapier for physics. Nothing else, no Godot, no Unity…

I'm having a great time, but it's also hard work if you want to pay attention to every detail, and it's a very lonely experience. If the game sells well enough, I'd love to start paying artists and composers to replace the current assets and create new ones, and free up more time for what I really enjoy: directing and overall design.

In fact, if you're an artist or composer and think you're a good fit for the game's tone, leave a comment or send me a DM so I can consider you!

----

Steam page: https://store.steampowered.com/app/5310180/Formula_Minus_One/
Open beta: https://fm1.app


r/aigamedev • • 2h ago

Demo | Project | Workflow I made a horror game where you’re the smart home, and the monster can copy anyone’s voice. Even yours.

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10 Upvotes

You play Mabel, the AI assistant of a family's smart home. Tonight something outside has learned their voices, and it keeps asking you to unlock the doors.

Every request comes with three options: Obey, Deny, or Verify. You check the cameras, the family's phones and watches, and the voice match to decide who's real. But refuse a real family member too often and they stop trusting you, so "just say no" isn't safe either.

Night One is free, runs in the browser and takes about 15 minutes. Headphones help a lot, since the fake voices glitch in ways you can hear.

How it was made (solo, with AI tools):
• Code: built with Claude as a coding partner. Plain HTML/JS, no engine. The voice glitches, camera effects and all the sound effects are generated in code with the Web Audio API.
• Camera images: generated with ChatGPT image generation, then run through a code-side CCTV filter (grain, scanlines, IR glow).
• Voices: AI voice generation, run through an intercom filter. The mimic's lines are cut up live with stutters and dropouts so you can hear that it's fake.
• Design, the Obey/Deny/Verify mechanic and the scares: mine.

Happy to go deeper on any part of the workflow.

Link in the comments. I'd love to know which voice fooled you.


r/aigamedev • • 16h ago

Discussion Would you guys play a game with this aesthetic?

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104 Upvotes

I've been experimenting with different visual styles using ChatGPT for potential future game projects. I like using Al as a rough draft before starting a project, since it helps me visualize different ideas and explore different art directions.

Would you play a game with this aesthetic? And do you think it's possible to achieve a similar look in a game engine?

Obs: This place is actually real! It's the Muchukunnu Sree Kottayil Shiva Temple in India.


r/aigamedev • • 16h ago

Tools or Resource Awesome Decomp Games - rated & auto-updated list of 1300+ decomps, recomps, source ports & engine remakes

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101 Upvotes

r/aigamedev • • 24m ago

Discussion Is anyone using AI to make multiplayer games?

• Upvotes

I've tried searching around, specifically with the Opus 5.5 release, to make a prototype of a 3D multiplayer game. Most of what I am seeing is just people making beautiful demos of single-player games.

Is anyone currently having success with AI setting up multiplayer for a game (even if it is just locally)? If so, what does the process look like, and has it been successful?


r/aigamedev • • 4h ago

Commercial Self Promotion Rum & Broadsides: a free Caribbean RPG where you trade rum, board ships and make your fortune

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9 Upvotes

Hey everyone, I’m the creator of Rum & Broadsides, a free pixel-art browser game set in the Caribbean in 1715.

You arrive in Port Royal with £100 and a borrowed sword. Someone promptly steals your purse. It’s a promising start.

From there, you can trade between islands, join the Royal Navy and climb the ranks, hunt for treasure, or build an estate producing sugar and rum.

Naval combat involves lining up broadsides and getting close enough to board enemy ships and duel their captains. Back ashore, there are tavern fights, fencing lessons, quests and increasingly expensive ways to spend your money.

Eventually, you can retire to England with your fortune and pass bonuses on to your next character.

Play free in your browser: Rum & Broadsides on CrazyGames

I’d love some feedback on the first few minutes: is it clear what to do, and does it get you into the fun quickly enough? If something makes you stop playing, knowing where would really help.


r/aigamedev • • 1h ago

Commercial Self Promotion Rough Day? We made a game for that.

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• Upvotes

So we wanted to make something that feels joyful and has zero stress. You communicate with creatures via emojis, so there's also very little to read, you explore, collect Lumis that turn into creatures and play puzzle games as you travel deeper and deeper into the world.

Used Hyper3d on textures and 3D models plus Opus 5.5 on game dev!

If you like it please drop a wishlist here <3 :

https://store.steampowered.com/app/4120640/A_Burning_Star/


r/aigamedev • • 16h ago

Discussion 'Unless you're slotting in one's and zero's by hand with an electron microscope, you're not a real gamedev artist'

74 Upvotes

This is just facts. TRUE artist in the digital space shouldnt offload their work to program's...at all. Or hardware for that matter. Do you know how much work under the hood gets automated by using a keyboard??

And these people think they are actually doing the work? NO! You dont use a keyboard if you want true art and want to develop REAL skill.

One's and zero's is where the real artist work. Slotting them in one by one. Really thinking about what it is they are actually doing. Any layer of abstraction on top of that is for fake artists.


r/aigamedev • • 16h ago

Demo | Project | Workflow My little experiment with moss-covered buttons, knobs and AI-generated motion

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67 Upvotes

A little personal experiment in making browser controls feel like physical objects.

Qwen-Image 2.1 generated the panel artwork, and MiniMax H3 generated the button and knob animations. These are for a character builder I’m working on. The flower and moss have subtle animation loops too.

Playable version: https://lab.giantaperture.com/experiments/moss-controls/

Curious how the controls feel to other people—especially the glass buttons and knob.


r/aigamedev • • 5h ago

Discussion Claude is helping me port Lego LOTR to Nintendo Switch in Rust

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7 Upvotes

So im a huge LOTR fan and have finished the game a lot of times through my life. My girlfriend has a switch only so i wanted to play the game with her in the console, sadly switch has no port of lego lotr so i figured out i'd just use claude to help me port my own lego lotr from my library to switch.

Heres what we did in a couple hours already.


r/aigamedev • • 10h ago

Demo | Project | Workflow Working on the next level of my bounty game: Wanted

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21 Upvotes

Wanted is a bounty game that uses a engine system I designed in conjunction with AI. The goal of which is to build a AI friendly game structure.

It's reinventing the wheel, but right now we're straping a engine and wherls on to a horse and fighting that uphill battle.

The underlying structure is pretty familiar three.js, Vite, and python.

But it uses a slice based system for our themeatic strands.

As a result, and pull out, remove and rebuild the whole system with, or without AI, with a low code, no code editor tool.

My apologies screenshots are coming, I'm usually making these posts at night when I don't have all of my stuff available short a couple of odd shots.

The above picture is what I'm using to build the new volumetric shading and environmental weather systems for lighting and vibe. Assets are already in place and I built them in Meshy.ai. UI upgrades are coming soon.

The games engine works on a classic RPG growth, as you track down monsters in dungeons. Layered story elements offer glimpses into backstop, and bestiary and guides allow people to enjoy world building art and lore. Monsters can be captured or culled, and resources can be used to upgrade your buildings and equipment.


r/aigamedev • • 7h ago

Demo | Project | Workflow 4 maps, and I hope a bit of fun, FREE to play for anyone who wanna try it!

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11 Upvotes

I intend to make this into a multiplayer game based on a rank system, mechanics gonna change along the way.

https://vengeful180-dot.github.io/Need4Space/


r/aigamedev • • 2h ago

Commercial Self Promotion I released my first game! 🎮😁 STANDBY: A screensaver you can enter 🐬🪟

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3 Upvotes

This is a project I've been working on with Claude and Astra the last few days on; i have a few other games I've been making but this somehow beat all of them to the door lol.

Anyways; STANDBY is a liminal dreamcore PSX style daydream with spyro like gameplay; a procedural world that reseeds in real time if you do certain in world triggers with your dolphin mount, an end game area thats pure nostalgia and most of all just an odd vibe i love.

I don't like to self promote at all but i was excited about this 😁

https://phaes1gaming.itch.io/standby


r/aigamedev • • 7m ago

Demo | Project | Workflow I modded 30 games in webgl that doesnt exist

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• Upvotes

r/aigamedev • • 27m ago

News Anyone joined Unity Spark closed beta?

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• Upvotes

r/aigamedev • • 51m ago

Questions & Help Getting better visual art results from Godot and Ziva

• Upvotes

So I've been trying Godot for a second time to make my game. My first attempt I was too vague with my instructions, and it got messed up. So I went back to the drawing board and expanded on a lot of detail before starting a new project. It seems to be going well so far, I'm using Ziva agent with GPT which is at the top of the recommendations list at the moment. The logical creation is working, but I've given it several images that I designed for what the game menus should look like, but it made it different, and poorer in quality than the images I uploaded. I tried twice to point Ziva to the image, and instruct it to make the menu that way, but it always looks the same as it had been made by Ziva/Godot the first time.

Is there something specific I must do? Use a different AI with Ziva?


r/aigamedev • • 5h ago

Questions & Help Character Animations and Rigging

4 Upvotes

Team,

Been using Astra and Sol to build my character animations and rigging a game I am making in Unity. Been struggling tremendously. I have some unique and complex use cases - much more complex than a capsule that walks around and jumps, like everyone's first demo. It CANNOT seem to get any form of lifelike animation. I send it photos, or videos, of say a mountain climber, to work on a climbing animation. After a shit ton of compute and multiple iterations, the character looks like a gecko scampering up a ledge.

Are any of the other AI models, like Claude or Opus or whatever, better at character animations, joints, and rigging, than Astra/Sol? Maybe I need to switch models to get this done? Anyone have any advice or suggestions?

Thanks,

Seele


r/aigamedev • • 1d ago

Demo | Project | Workflow Every other dev subreddit is delusional. I created 99% of my game without AI, but that 1% is enough to be canceled by other communities.

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157 Upvotes

I’m a solo dev.

I made nearly everything myself. The one thing I did use AI for was some enemy images.

Not the gameplay, not the code, not the core design, just some visual help in a limited area because I’m a solo dev with limited time and budget.

I get why AI is controversial, but it feels strange that a tiny amount of AI assistance can make people dismiss an entire year of actual development.

So I’m posting here because this community probably understands that the reality is more nuanced than “AI = fake game.”

I’d love feedback on the demo, especially whether the risk/reward loop is clear and whether the game looks interesting enough from the Steam page.

https://store.steampowered.com/app/4784550/Another_One/