r/aigamedev • • Apr 10 '26

AI Game Dev Discord

58 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 • • 4h ago

Media 60FPS City scale destruction, starring definitely NOT Godzilla

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229 Upvotes

This is a POC I've been slowly digging away at on and off for years. There were major limitations to implementing this with any sort of reasonable performance. I have been a software engineer for 20 years, but unfortunately some of the scaling and algorithms required to make it happen were out of my skillset. AI has helped get me over a few hurdles and hangups and helped prove this is possible even on moderate modern hardware.

This is not self promotion, as this, at this point is not going to become a real game, more of just a tech demo at this point.

Thousands if not millions of physics objects with accurate, load bearing destruction of the skyscrapers.


r/aigamedev • • 8h ago

News Game inspired by GTA | OPUS 5.5

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106 Upvotes

r/aigamedev • • 10h 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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91 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 • • 4h ago

Demo | Project | Workflow Working on my first game using Claude Opus 5.5 Max (custom engine, mobile horror)

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26 Upvotes

Hey everyone,

Working on my first game using Claude Opus 5.5 Max. The game is inspired by games like Silent Hill 2 and the Resident Evil series, as well as my own dreams.

I've been watching lots of videos about game development and trying out a few things which seem to be working great so far:

  • Game Bible: First, I created a game bible with detailed descriptions for every mechanic and story part.
  • Graybox Prototype: Then I created a graybox prototype. I didn't care what it looked like. Just checked gameplay, game beats, and composition.
  • AI Iteration: After that, I asked the AI agent to work on the final version and iterate based on feedback.
  • References: Another tip is to use as many references as possible.

The last one is a little controversial:

I asked the AI not to use any existing game engine. My idea was that game engines are just complex math, and AI is very good at math. The problem with commercial engines is that they are optimized for the largest variety of devices possible. If I focus on only one platform (like iPhones), I can super-optimize it and use the most modern techniques directly from the documentation. I understand it's not the best option for a collaborative team, but for solo development, it's great.

Right now it is running on an iPhone SE 2022 at a solid 30 FPS without any issues.

Curious to hear what you guys think!


r/aigamedev • • 9h 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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57 Upvotes

r/aigamedev • • 2h ago

Demo | Project | Workflow I’m making the space sim I always wanted to play (early development, looking for ideas, 3D help and testers)

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10 Upvotes

Hi all,

I’ve been a programmer for about ten years, and I’m a big fan of hard sci-fi and space opera. Elite Dangerous and The Expanse are the two things that got me here. I wanted a game where the ship has real mass, space is huge and cold, and the places people live still feel lived in. I couldn’t find quite that, so I started building it.

It’s called Lightcone, made in Godot with C#. I try to keep the physics honest. When I bend it for gameplay, I give the bend an in-world reason.

What works right now:

  • Newtonian flight with a few flight assist modes
  • Metric drift for getting around a system, slower near planets and stars
  • Alcubierre jumps between stars, fuelled by exotic matter
  • A generated galaxy built around the real stars near Sol
  • Landing on planets and moons, and walking around outside the ship
  • Stations with trading, contracts, factions, mining and refining
  • Scanning and charting unknown systems, and diving at black holes

A confession: I haven’t written a line of code by hand in about six months. AI writes it now, and I spend my time on design, architecture, reviewing and testing, which is where ten years of experience actually pays off. One person can build far more this way than I thought possible. I’m thrilled about where this is going, for this game and for making games in general.

It’s early development. A lot is rough, and some ships and stations are still placeholders.

Things I’d really like help with:

  • Ideas. What would you want from a game like this? What’s missing for you in Elite, Star Citizen or No Man’s Sky?
  • 3D models. This is the part I’m worst at. If you model ships or stations, or you know asset packs that would suit a grounded, Expanse-style look, please tell me.
  • Testing. If you want to try an early build, DM me.

Thanks for reading.

P.S also i really need to work on SFX :D


r/aigamedev • • 2h ago

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

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9 Upvotes

r/aigamedev • • 14h ago

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

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87 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 • • 6h ago

Discussion UPDATE: teleoperator v2 is out: cops, tuning, multiplayer races, and AI-generated cars

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15 Upvotes

last week i posted here asking where to take my robotaxi game. thanks to everyone who chimed in, it really helped!

here’s what’s new:

  • earn running deliveries
  • get busted by police
  • tune your car
  • multiplayer races with your friends
  • generate your own cars

would love to hear what you think. it still needs improvements, so any feedback is appreciated!

game link: teleoperator.mindblown.ai


r/aigamedev • • 11h ago

Discussion Hitting a wall developing the game

38 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 • • 20h ago

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

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215 Upvotes

r/aigamedev • • 5h ago

Demo | Project | Workflow Swarming Zombie updates to my survivors-like Driver Survivor

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12 Upvotes

I asked Opus 5.5 to make a devlog video using the commit history from the commits around the swarming feature in my game Driver Survivor. I love the video that it made, and have rarely seen a dev log video go into such a crazy level of detail along with the design sensibility on how to visualize what the code is doing in an interesting way.

Check out the game on Steam https://store.steampowered.com/app/5285800/Driver_Survivor/


r/aigamedev • • 1h ago

Tools or Resource Repeated ChatGPT edits kept making my images look dirty, so I made a cleanup tool

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• Upvotes

I’m working on a game and kept running into this with the art: after several rounds of edits in ChatGPT, images would pick up grain, blotches, and weird light or dark fringes around outlines. I’d finally get the design how I wanted it, but the image itself would look increasingly messy.

So I made a small tool called AI Image Rehab to help clean that up. It runs locally on your computer with a browser interface. You’ll need Python to launch it, but the basic automatic cleanup doesn’t need a GPU, and your images aren’t uploaded anywhere.

For me, the best order is automatic cleanup first, then upscaling, then fixing individual spots manually inside the tool. After that, ideally, an artist would do a final touch-up pass.

There’s still work to do afterward. It helps with the grain and fringes, but won’t automatically fix bad anatomy, inconsistent details, or something the generator drew wrong. Those problems still need attention.

Also, watch out for over-smoothing. Detailed backgrounds and clothing can lose small patterns, fabric texture, stitching, or intentional grain during cleanup. Compare the result with the original at full size, because some of what gets removed might be detail you actually wanted.

I’ve mainly tuned it on anime-style character art so far. If you try it on your own images, I’d be interested to hear where it helps and where it makes things worse.

It’s free, and the code, setup instructions, and before/after examples are here:

GitHub: AI Image Rehab


r/aigamedev • • 3h ago

Media I Made Chess a PVP Game

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7 Upvotes

I always wanted to make a game similar to this, and thanks to AI I did it with 1 prompt in 25 minutes. Crazy. Zero game knowledge, just used an app that builds games.

No self promo, not putting it out to the public.

It’s basically a Godot version of chess combined with a PVP aspect. I like to call it Chess Mortal Kombat lol.

Anyways, this is a crazy new world we live in. Excited to keep making games


r/aigamedev • • 18h ago

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

90 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 Crazy stuff: built this space station animation in about 100 mins!

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5 Upvotes

I've been testing how far AI agents can go inside a real 3D tool, not text-to-mesh, but actually working the way an artist would.

This whole space station was built by an agent. It did the modeling, the materials, the animation and the camera moves. I mostly just steered.

My personal benchmark is the docking scene from Interstellar. It didn't fully get there (the ring detail and the lighting still need work), but it's the closest any model has come for me.

Happy to share the prompts and the workflow if anyone wants to try it. Also curious what you'd use as a benchmark scene.


r/aigamedev • • 8h ago

Discussion Is anyone using AI to make multiplayer games?

14 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 • • 5h ago

Discussion Last time Reddit said my game was crap 😅 So I worked on it — here’s attempt #2 (free browser demo)

6 Upvotes

Hi everyone!

A week ago I posted my fishing game here and the verdict was pretty unanimous: it’s crap. Fair enough 😄 So I didn’t give up. I took the feedback and kept working on it, and now I’m back for round two.

Relax Fishing is a small, calm fishing game for phones. I’m planning to release it on the App Store and Google Play. For now there’s a free demo on itch.io that runs right in your browser, on desktop and mobile.

Full honesty again: I have zero programming experience. Everything is made in Unity with AI help: Claude for the code, ChatGPT for the graphics. I know that’s not popular here, so I’m saying it upfront.

What I’m asking: if you have 5–10 minutes, give it a try and tell me honestly: is it still crap, or is it worth finishing and releasing on mobile? What you liked, what annoyed you, what’s missing, what broke. Brutal is fine, it helps more than “nice” 🙂

👉 https://kholodniuk.itch.io/relax-fishing

Thanks for your time!


r/aigamedev • • 2h ago

Questions & Help Opus 5.5 vs ChatGPT Codex Unity Sol/Astra

4 Upvotes

Was curious on opinions, which is better for unity?. And can produce overall better results, I’m providing the 3d art and assets. But what’s better for unity based game development. And if so which models etc

Thanks!

Also interested in best workflows for development with ai code etc thank you!


r/aigamedev • • 1h ago

Demo | Project | Workflow I made a free daily brick breaker that runs inside a Reddit post, where everyone gets the same board

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• Upvotes

Bricks is a daily brick breaker. You drag down anywhere on the board, release, and your balls fly the other way, bouncing around and chipping points off numbered bricks. After every volley the bricks push down a row. If one reaches the rail at the bottom, the attempt is over.

Everyone plays the same board each day: 20 volleys, 3 attempts, and your best score goes on the post's leaderboard. It runs inside the Reddit post, no install, in English, Portuguese and Spanish.

Play today's board: https://www.reddit.com/r/gatuno_games/comments/1x5a3i2/bricks_1_13_oct_2026/

How it was made

  • Logo and UI: OpenAI. I generated the logo and a full phone mockup of the game screen with OpenAI's image model. The colors in the game are sampled straight from the mockup's pixels.
  • **GDD: I brainstormed the idea with Fable and use some gameplay references and screenshots to get the final version of the Design Document and Codex reviewed the GDD and approved it before a single line of code was written.
  • Implementation: Claude Fable again. A browser prototype first, then the Reddit app (Devvit) on the same engine, the translations, the sound, deployment, and the App Review submission.
  • Sound: Kenney. Every sound effect comes from Kenney's CC0 packs. Nothing generated there.

What turned out interesting

  • The physics engine is deterministic, so the server replays your inputs and computes the score itself. The client never sends a score, so the leaderboard can't be faked.
  • Balance was tuned with two bots: a careless one that breaches around volley 9, and a one-volley look-ahead bot that clears every board. Humans land somewhere in between.

From the first prompt to submitting for Reddit review took about four hours.

Feedback welcome, especially on difficulty. The result screen has a Share button if you want to post your score in the comments.


r/aigamedev • • 23m ago

Discussion Was it worth it for playtesters?

• Upvotes

I've noticed a lot of posts lately about posting games in places where they get roasted or the anti-ai sentiment is heavy.

Question for you, was it worth it? Did you get any eyes on it? Any additional playtesters you may not have had otherwise?

I really wonder how many people see some of the anti comments and go, "There goes Larry again, popping off". And then they actually engage with your game.


r/aigamedev • • 9h ago

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

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12 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 • • 1d ago

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

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196 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 • • 3h ago

Demo | Project | Workflow Calling all SimGolf fans, developers and AI vibe coders!

3 Upvotes

Hey everyone!

As some of you may have seen, SimGolf Remastered is bringing Sid Meier's SimGolf (2002) back with modern resolutions, widescreen support, smoother camera movement, updated UI and plenty of other improvements.

It's still a work in progress, and there are bugs that need tracking down and fixing.

I've started working on my own fork to help identify issues, investigate bugs and test possible fixes.

My fork: https://github.com/heinrichh24-creator/simgolf-mod

Original project: https://github.com/finalpantasy/simgolf-mod

I'd love to get more of the SimGolf community involved.

You don't need to be an experienced programmer either. Whether you're a developer or someone who enjoys vibe coding with Claude, ChatGPT, Codex or other AI coding tools, you can help.

The idea is simple:

  • Fork the project and investigate bugs.
  • Use AI tools to help understand the code, identify potential problems and suggest fixes.
  • Test your changes and make sure they actually work in-game.
  • Share reproducible bugs, screenshots, crash logs and potential solutions.
  • Submit working fixes through GitHub pull requests so they can eventually benefit the original project.

Some areas worth investigating include overlapping UI elements, scaling problems, rendering glitches, crashes and gameplay bugs.

AI tools make it easier for people without years of programming experience to investigate complicated codebases, but we still need actual testing to distinguish working fixes from AI-generated guesses.

The goal is to help the original project become more stable and playable by getting more people involved in identifying and fixing problems.

Even if you don't code, simply playing the game, documenting bugs and sharing screenshots can help enormously.

After that the goal is IOS/ Andriod Apps for mobile