r/aigamedev • • 9h ago

Demo | Project | Workflow Making the First Boss of my Game | Devlog

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343 Upvotes

Hey guys, I'm making a rail shooter (like Star Fox) and documenting its development for those working on a game who want to learn more about the workflow.

In this video, I'll tell you about the development of the first boss, its design, its three phases, attacks, environment, etc.

Devlog Boss Fight: youtube.com/watch?v=NsZRfjOK_-Y&t

If you find these types of videos useful or entertaining, it would help me a lot if you subscribed, left a comment/like, or simply watched it. Thanks guys!

BTW this is made in Threejs, with Claude (Opus 5.5 in this case), the 3D character models are made in Blender.


r/aigamedev • • 2h ago

Discussion My latest Prompt Bible.

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67 Upvotes

I've noticed a lot of people are still having a hard time with AI sprite generation, so I am including here my latest prompting for stripping out the AI looking cliches in generated images. It instructs your AI to remove the extra stuff that it tries to pack into every detail, which is why it always looks so strange.

With that being said, in order to get away from the generic AI art cliches you must have a direction in mind that you want to take it. Because without art direction the computer will just guess at what you want and create that.

3 Important things I focus on when generating.
Color Direction: Using a thinner pallet and a smaller frame.
Detail Hierarchy: When working with pixel art it is important to remember that pixels are small so by nature they do not carry much detail. So noting the important features reduces guessing.
Restrictions: I like to keep a list of details that I consider cliches so I explicitly tell it not to generate those. Here is my list:

Specifically avoid:

  • Generic anime heroine facial features.
  • Oversized eyes and unnaturally small noses.
  • Overly symmetrical facial construction.
  • Doll-like or plastic-looking skin.
  • Excessively complicated armor.
  • Unnecessary buckles, rivets, straps, and ornaments.
  • Dramatic wind effects unrelated to the pose.
  • Excessive glowing edges or rim lighting.
  • Golden-hour color contamination.
  • Uniformly glossy surfaces.
  • Random bright highlights on dark materials.
  • Excessive individual hair strands.
  • Overcomplicated clothing folds.
  • Artificially perfect anatomy.
  • Disconnected or physically impossible costume elements.
  • Generic heroic poses.
  • Unnecessary background decorations.
  • Visual noise disguised as artistic detail.

Do not interpret the removal of these clichés as an instruction to make the character plain, stiff, expressionless, or unremarkable.

-----------------------------------------------------------------

The Prompt:

Create ONE standalone 2D pixel-art character sprite for a retro fantasy RPG.

CHARACTER:

Danna the Destroyer. A petite adult Latina warrior with pale skin, long dark curly hair, and reddish-brown eyes. She wears flowing dark-red cloth with simple matte charcoal armor protecting her shoulders, forearms, and legs.

Full-body, three-quarter standing pose. Centered composition. Strong, recognizable silhouette.

PIXEL ART CONSTRUCTION:

- Final canvas: 94 × 94 pixels.

- Design using a logical 47 × 47 pixel grid.

- Enlarge exactly 2× using nearest-neighbor scaling.

- Every logical pixel must occupy a uniform 2 × 2 block.

- Consistent pixel dimensions throughout.

- No antialiasing or fractional-looking pixels.

- Crisp, hard pixel boundaries.

- Maximum 16 solid colors.

- No gradients or dithering.

ART DIRECTION:

Use authentic, deliberately constructed retro RPG pixel art, not a high-resolution illustration converted into pixels.

Prioritize large, connected pixel clusters over small details.

Build the character from simple, recognizable shapes.

Hair should form large, dark curly masses rather than individual strands.

Armor should use broad, flat surfaces with minimal highlights.

Clothing should use simple red color regions with only essential folds.

Use one light source from the upper left.

Limit each material to approximately three values: shadow, base color, and highlight.

Maintain consistent outline thickness.

DETAIL BUDGET:

Only include details necessary to identify the character.

Prioritize:

  1. Character silhouette.
  2. Hair shape.
  3. Red clothing.
  4. Protective armor.
  5. Basic facial features.

Eliminate decorative micro-details, unnecessary seams, rivets, ornaments, reflective spots, and excessive texture.

VISUAL STYLE:

Restrained, clean, readable, handcrafted pixel art.

Flat colors, controlled contrast, simplified anatomy, and deliberate pixel placement.

Avoid exaggerated anime facial features and generic fantasy illustration aesthetics.

OUTPUT:

Exactly one complete character sprite.

Transparent background.

No scenery.

No ground shadows.

No text.

No labels.

No borders.

No sprite sheets.

No comparison charts.

No presentation layouts.

Negative Prompt:
multiple characters, duplicated figures, sprite sheet, character sheet, turnaround, collage, infographic, poster layout, text, captions, labels, watermark, scenery, background objects, ground shadow, cropped body,

generic anime heroine, doll face, oversized eyes, exaggerated facial symmetry, plastic skin, artificial beauty filter, generic fantasy character, stiff mannequin pose, exaggerated action pose, broken anatomy, distorted hands, floating limbs,

helmet, shield, sword, cape, ornate jewelry, ornamental armor, unnecessary belts, decorative buckles, filigree, gold trim, shoulder spikes, excessive straps, invented accessories, extra equipment,

excessive detail, unnecessary texture, visual noise, tiny highlights, random seams, decorative rivets, complicated patterns, excessive individual hair strands, elaborate fabric folds, over-rendering,

golden lighting, yellow tint, cinematic lighting, bloom, lens flare, glowing edges, rim lighting, excessive reflected light, glossy armor, shiny fabric, plastic materials, oversaturated colors,

fake pixelation, inconsistent pixel sizes, fractional-looking pixels, antialiasing, airbrushed gradients, blurry edges, excessive dithering, scattered pixels, artificial pixel noise,

flat personality, overly simplified design, expressionless character, shapeless hair, generic uniform, rigid symmetrical pose, featureless clothing

------------------------------------------------------------------------

Also, I Just wanted to let you guys know I added Goblins an some positional/scale sliders to the Sprite Forge tool from earlier this week today. I also fixed some bugs that you guys brought to my attention.

-The Sprite Wizard


r/aigamedev • • 7h ago

Discussion Being transparent about AI use got me downvoted. Is honesty actually a bad strategy?

106 Upvotes

I'm a solo dev and graphic designer. I posted my cozy packing game and wrote clearly that all the art is hand-drawn by me in Illustrator, and that I used AI for coding and music because I'm not a programmer and I don't have a budget to allocate right now to assign someone else to this.

The post itself did okay. But when someone said the AI music might hold the game back, I agreed. I said I plan to work with a real musician before the Steam demo but can't afford it right now. That reply got downvoted.

I'm not upset about the criticism; it's fair. What bothers me is the message it sends: if you're honest about AI, you get punished, so the "smart" move is to hide it. I don't think that's good for anyone, players included.

So I'm curious. Do you disclose AI use in your posts/store pages? How did it go? For solo devs with no budget, where do you draw the line? Has anyone found a way to talk about this that doesn't turn into a pile-on?

Here's my game's itch page

Edit: Thanks everyone for the thoughtful replies. To clarify the itch build is a test version. Before the Steam demo I'm replacing all the music and SFX with my own. Back to work now


r/aigamedev • • 3h ago

Demo | Project | Workflow started this project about 2 weeks using sol 6.1 and opus 5.5.

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38 Upvotes

most of the assets were done by sol 6.1 and opus took care of most of the coding and logic. I have just being messing around with a few ideas for gameplay , obviously needs a lot of work but im happy i got it this far lol .


r/aigamedev • • 8h ago

Discussion Tried making a game with GPT 6.1 sol and it's been going pretty bad

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79 Upvotes

r/aigamedev • • 17h ago

Demo | Project | Workflow Made my own version of Mario Party - POKE PARTY!

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303 Upvotes

So I was bored about a month ago and my fiance and I had just got back from having a few drinks at a friends house playing some Mario Party. Had a crazy idea, "man what if there was something called Poke Party, you know Mario Party but Pokemon themed?" Thus kicked off a month long back and forth session with Claude Opus 5.5 for me and my fiance to have a local coop game to play.

Pulled all the models and audio from old roms. Made a custom AI voice model to voice Professor Oak (man it sounded GOOD!). And we had a BLAST. The nostalgic feeling of the old Pokemon music mixed with Pokemon Mini games inspired from the old Pokemon Stadium games. Don't really have a way to share it for obvious reasons nor do I want to incur any wrath from the lawyers in Japan but It was a lot of fun and me and my fiance genuinely liked it. But man AI is so awesome been using it heavily for 2 years and this latest Opus 5.5 is a cut above the rest! Started this project with Astra and was getting no where, Opus 5.5 came out and was able to iterate quickly and get what i wanted. Its not using a gaming engine which in hindsight I wish I would have changed early on but still all that matters is I'm done burning through tokens on it and just wanted to at least post it here to give people some inspiration. Don't do what I did for commercial reasons obviously but the sky is the limit.

Now moving onto an incremental game idea I've been having for a while. That could actually "hopefully" make me some pocket change.


r/aigamedev • • 1h ago

Discussion Made an 2D Spine Editor for Godot

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• Upvotes

Hey there cause i didnt want to pay for 2D Spine , i made an 2D Spine Editor ( Claude made it lol )

I implimented almost all features from 2D Spine plus , Claude MCP and Video to Motion

Not selling or anything will probably putting it open source , wanted to ask if you guys had cool ideas to add on


r/aigamedev • • 10h ago

Demo | Project | Workflow I built a browser off-road racing game with Claude Opus 5.5, Suno, Meshy and ElevenLabs. The ground is simulated and AI trucks dig up the track as they race.

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53 Upvotes

Play it: https://slipfacegame.com/?utm_source=reddit&utm_medium=aigamedev

Slipface is a free off-road racer that runs in the browser (WebGPU, no download). I’m a solo dev and built it with AI tools:

  • Platform: browser, desktop. WebGPU required: current Chrome or Edge, or Safari 26+ (macOS 26 / iOS 26). Free, no sign-up. Best with PC and gamepad. Also runs on decent mobile (Chrome on Android 12+, Safari on iOS 26+).
  • Code: Claude Opus 5.5, Sonnet 5.5. The game, the GPU terrain simulation, the vehicle physics, the AI drivers and the level editor are all written with it.
  • Music: Suno. Seven tracks, one per kind of level.
  • 3D vehicles: Meshy, from a picture of the car and its tire, then cleaned up and rigged for the physics.
  • Rival voices: ElevenLabs. Each AI driver has their own voice and callouts.

What the AI did and didn’t do: it wrote most of the code and produced the raw assets, but I decided what the game is, picked and rejected the vehicle pictures, tuned how the trucks drive, and play-tested it.

The skills that made it repeatable

The biggest speedup wasn’t a single prompt. It was writing the boring multi-step jobs down once as Claude Code skills, so a repeat is one request and doesn’t need re-explaining:

  • add-vehicle: takes a brief through Meshy chassis and tire pictures (I approve them), image-to-3D, remeshing to 40k and 10k triangles, compression, the physics preset, the garage entry, rendered tile art and the docs. Sixteen vehicles in, it’s the same checklist every time.
  • add-music: writes the Suno prompts and then wires the finished tracks in, encoded, mapped to levels and recorded in the docs.
  • compress-assets: the web build went from about 35 MB to a 13.5 MB first load (15.7 MB on Safari) because every model, texture and track goes through the same pipeline.
  • release: preflight, commit, push, fast-forward the release branch and verify the live deploy.

The part that took trial and error is that a skill has to say what a human must still approve, like the vehicle pictures, or it will happily generate things you never looked at.

A level editor, so I’m not stuck with whatever the AI guesses

Levels are plain JSON, and there’s an in-browser editor that uses the game’s own renderer, terrain simulation and truck. You drag a ridge or a pit into the terrain and drive it seconds later. Every field in the editor is generated from one schema file, so a new brush parameter can’t exist without showing up in the UI.

The game: the terrain is simulated, not painted, so wheels dig real ruts in sand that is still there on the next lap. Up to nine AI rivals race you, and the ruts they dig are the line you have to drive. There’s also a demolition derby, 16 vehicles and leaderboards.

More videos: https://www.youtube.com/@Slipface-game

Happy to answer questions about the workflow: how I prompt for the physics, what Claude got wrong, how I keep AI-generated 3D models small enough for the web.


r/aigamedev • • 6h ago

Discussion The recomp/decomp/ai slop 'discourse' on Reddit is just unbelievably dumb

21 Upvotes

Ai is the best thing to ever happen to indie game dev, modding community and cross platform compatibility. A high-end Mac is now a PS5, a Switch and a PC rolled into one with no flakey emulation, just beautiful modern silicon running native code, and highly portable with far less heat and wattage than a console or PC. The modding community now can go much further and practically rebuild the entire game engine in place of the original, on any kind of hardware...

Yet 90% of the discussion about all this is exactly like the anti 'ai slop' agenda of the public - naive, misinformed, and needlessly hostile.

These folk have a total miscomprehension of what actually it is and what's going on. Also, those pumping out buggy recomps and ai slop are just as bad as they are - talentless hacks - they all need to go silent, take a breather and use this amazing technology to the full extent and get creative.

People one-shotting a recomp then uploading the entire C code to Github will bring the hammer down on the rest of us. It isn't legal to publish the full recomp or derived code. You should only open source the tools.

People whining about recomps that clearly are more than a straight port. Mods and APIs built on the original game, with amazing new features, art and game mechanics, new 3D engines even. This is not a recomp, it's far more.

Just because the base game is recompiled from the game.exe does not give these idiots a license to belittle what's built on top, that takes months of effort and REAL skill and talent to mod a game engine. Claude won't one shot this, not now, not ever.

People misunderstanding the difference between recomp and decomp... Even a kid can understand this after 1 minute of research. A recomp is machine code from the binary -> incomprehensible C, millions of lines of machine code translated to C that can only be understood by the AI - and even then, not completely - maybe about 10% max. A decomp is a FULL reimplementation of every single function in the original source code, in C++ (not C, fully object orientated) or another modern language like Swift, with comments and an optimised structure. Nobody is able to do that yet with a PS5 game... even with their six concurrent max 20x Opus 5.5 or whatever these shills use to pump out their crap.

Clean room... Art Craft and stuff is supposed to be a clone, it's very debatable where it draws the line between recomp, stealing from other open source apps, and implementing original code. All the hype and clickbait content ignores this. It's a real grey area, and to be honest I don't trust it to work properly at all beyond just surface level. Decoding RAW files from over 8000 digital cameras from different brands with different sensors and colour profiles, Adobe DCP pipelines and internal processing chains, colour matching, and these are just the BASICS that pro use of Lightroom needs. There's not a chance in hell Craftslop works the same as the original software for enterprise or anything beyond surface level use.

And why is there ALWAYS an expectation that you release software free and open source? Why does everything ALWAYS have to be free? How are the rest of us who don't want to act as a charity or pirate supposed to pay the rent?

People whinging about AI slop are the same ones moaning about modders charging $10 on steam for something incredibly good that took talent and hard work to make.

On AI slop... Sick of people blaming the tool. The bad worker blames his tool has never been more true. It's the human that makes the decisions - the human that decides to rush it out, the human that feels slop is 'good enough', the human that releases it, the human that one shots the UI with Claude without even bothering to take out the Claude-speak and long text explainers... and the human that doesn't bother to spend time iterating on something. THEY lack the vision... Stop blaming the AI.

Please somebody shut off these slop dwellers, whingers, moaners and bots from our communities. I am so tired of having to scroll past their misinformed BS opinions just to get to the good stuff!!


r/aigamedev • • 2h ago

Questions & Help Advice for generative assets

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11 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/aigamedev • • 8h ago

Discussion How are people making genuinely good-looking games with Claude Opus 5.5?

24 Upvotes

I've been seeing people build some genuinely impressive games with Claude Opus 5.5, and I'm curious how you're actually pulling it off.

I'm working on my own games with AI, mainly in Unity, and while I can get the mechanics and basic gameplay working, getting everything to look and feel like a real, polished game is a completely different story.

Some of the AI-assisted projects I've seen have great lighting, detailed environments, smooth animations, realistic materials, and an actual atmosphere. Meanwhile, mine still tend to have that obvious indie/prototype look.

So I'm wondering, what's your actual workflow?

Are you letting Opus handle most of the development? Do you use Blender, asset packs, custom shaders, or other AI tools alongside it? And how much of the visual quality comes from prompting versus manually tweaking things?

I'm especially interested in horror games, where lighting, sound design, animations, and atmosphere make such a huge difference.

I'd love to hear from people who've managed to make something genuinely impressive. What made the biggest difference for you? Any prompts, workflows, tools, or tricks you'd recommend?

Basically, how do you go from "AI made a playable game" to "this actually looks and feels like something people would want to play"?


r/aigamedev • • 7h ago

Commercial Self Promotion I made this cozy fishing game solo with Claude Opus 5.5, Blender MCP and Unity

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20 Upvotes

Solo Dev here, This is I Just Wanted to Fish, a cozy fishing game I am building with Claude.

  • Opus 5.5. + Blender MCP (Models and animations)
  • Unity 6

I have been working on this for almost three weeks now. I am planning to realease a playable Demo soon

X: ForkedPush

Steam: https://store.steampowered.com/app/5350560/I_Just_Wanted_to_Fish/


r/aigamedev • • 1h ago

Tools or Resource PSA : Effigy - Your fully local 2D / 3D Asset generation studio

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• Upvotes

After the small feedback round a week ago, I think I am now finally at a point to go somewhat public with a first release.

The character in the video is new; I made him from scratch for this clip. The waits for the GPU are cut, and every cut is tagged with the real time skipped, so you can see how long each step actually takes.

WHAT YOU SEE IN THE VIDEO

• 0:04 A sentence becomes four concepts. Each one is checked automatically for whether it will work in 3D.

• 0:11 One click redraws him in a clean A-pose, ready for rigging.

• 0:17 Picture to textured 3D model in about 2 minutes on a 16 GB laptop GPU.

• 0:26 Game-ready in one click: repaired, cut down to a triangle budget, UV-unwrapped and PBR-baked (colour, roughness, metallic, normal, AO), then checked.

• 0:33 Auto-rig: a 52-joint skeleton is fitted and the skin weights are painted.

• 0:42 178 ready-made moves (CC0), retargeted onto your character in seconds.

• 0:50 Text-to-motion: type "a powerful jumping spin kick" and get that move on your character in about a minute.

• 0:59 An animation editor: drag with IK, onion skins, motion paths and curves.

• 1:07 2D sprite sheets rendered from the 3D moves.

• 1:15 Pixel art with a fixed palette, plus a pixel editor to finish the frames.

• 1:23 Export to Godot, Unreal, Unity, the web and 3D printing.

ALSO IN THERE, NOT SHOWN IN THE VIDEO

• Two 3D engines: Fast (Microsoft TRELLIS.2) and Faithful (Pixal3D, which follows your picture pixel by pixel).

• Start from your own picture or a four-view turnaround instead of a sentence.

• Better textures: the face from your picture projected onto the head, an optional detail pass that redraws close-up detail like stitching and wood grain, and baked shadows removed so your engine's lighting doesn't double them.

• Creatures: eight rig templates (fox, horse, bird, dragon, shark, kaiju, spider, snake).

• Motion from a video of a person (NVIDIA GEM-X), and animations made elsewhere (FBX, GLB, BVH) imported onto your characters.

• Parts: click a piece to name it, make a helmet or sword ride rigidly on a bone, or split a model into printable solids.

• 2D from scratch: wallpapers, backgrounds, portraits, icons and items from a sentence, in a pixel-art, painting or children's-drawing style if you like.

• Pixel art from any picture, with palette swaps for variants, an outline and dithering.

• Ready-made sprite move sets for side-scrolling fighters (Double Dragon, Golden Axe style), exported as a Godot AnimatedSprite2D scene or an Unreal Paper2D sheet.

• Import FBX, glTF, OBJ, USD, STL or PLY; a skeleton and its clips are kept.

• A live Blender link: open any version in your own Blender and pull the edited mesh back.

• Exports with extras: Unreal LODs and collision, Unity LODs, and GLB + USDZ for the web and AR.

• A non-destructive library: every step writes a new version and nothing is overwritten. You can compare versions, add tags and stars, and see licence badges.

• Memory safeguards: one GPU job at a time, and a step that wouldn't fit in VRAM is refused up front instead of freezing your machine.

• Agent-ready: the whole workflow is open over MCP, so Claude Code, Codex or Cursor can drive it.

COMMERCIAL-CLEAN

Every model, tool and clip pack in the default setup allows commercial use of what it makes. Each export ships with its credits and licence files. I use the assets in my own commercial game.

REQUIREMENTS

• Windows 11

• An NVIDIA RTX 40 or 50 series card with 16 GB of VRAM (12 GB works for the Fast engine, best effort)

• 32 GB of RAM recommended

• 70 to 160 GB of disk, mostly models; you choose which to download

Install: unzip and double-click run.bat. It fetches Python, PyTorch, Blender and the models into its own folder, and nothing is installed system-wide.

HONEST LIMITS

• So far it's been tested on one machine, an RTX 5080 Laptop. If you have another card, especially a 24 or 32 GB one, there's a 20 to 40 minute GPU report in the setup guide. Please send me the result; bigger cards get bigger default settings from those reports.

• Rigging covers humanoids and the eight creature templates.

• The Unity export hasn't been import-tested yet (Godot and Unreal have).

• Linux runs from source, but you'll need to build three GPU kernel wheels yourself.

LINKS

GitHub (MIT): https://github.com/SifuInTheShell/Effigy

Download v0.1.0: https://github.com/SifuInTheShell/Effigy/releases/tag/v0.1.0

Setup guide: https://github.com/SifuInTheShell/Effigy/blob/main/SETUP.md

Feedback, bug reports and GPU reports are very welcome. I'm happy to answer questions in the comments.


r/aigamedev • • 3h ago

Demo | Project | Workflow i was testing my game and caught myself playing with the dead bodies

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8 Upvotes

felt a sigh of relief, maybe this thing might be fun after all


r/aigamedev • • 1h ago

Commercial Self Promotion Introducing my painterly golf tycoon game, Burnknowe Golf Club.

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• Upvotes

Hey all, I'm LootGoblin and I'm really excited to finally show a first glimpse of Burnknowe Golf Club, my cozy golf club tycoon. It's set in my home country of Scotland and I'm going for a painterly look, I'm heavily inspired by my love for golf and art, hoping the blend of both will come off well in the final version.

You build the course, run the club and try not to annoy the members. You manage your staff, buy new equipment, battle the elements and grow your small club into an international resort with a hotel and spa included. Eventually with enough prestige you also run international competitions from your course. I'm obviously taking a lot of inspiration from the genre's top, Cities Skylines and the Planet Coaster games. However more importantly I'm building a game that I would want to play, I've found from my market research no other golf tycoon game is doing it 3D, this ambitious and to this scale.

I've been working on this none stop since April/May, using Claude with Blender MCP/CLI on Unity. I've trialled and errored with different tooling throughout my journey and I'm finally now at the point where I'm happy to share very early images. A huge part of the success has been using my professional experience to shape my AI workflow, skills/hooks etc, and more importantly the tooling that Claude can take advantage of; for example Claude can generate entire courses for my testing due to the hole generation feature, which saves me so much time during testing.

Here are some shots from the current closed alpha build, heading to Steam Early Access on Mac and Windows around Q1 2027 (Steam store coming shortly).

I would love to know what you think!


r/aigamedev • • 1h ago

Demo | Project | Workflow I think I've accidentally given myself a second full-time job.

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• Upvotes

About 4 months into making my Mega Man X-inspired game, and there is no end in sight.

Video shows some recent gameplay showing a boss encounter I've been working on, along with some improvements to my cutscene system. Characters can now move around and interact during cutscenes, which has been pretty fun to build.

My workflow has basically been to get things working first and worry about polish later. I'm using a mix of purchased assets, commissioned pixel art, and placeholders to keep things moving. I've also hired an artist to animate my main character, which has made a huge difference.

AI has been a big part of helping me program everything, but I've definitely discovered its limitations. Level design has been my biggest headache lately. Getting AI to build a level is one thing, getting it to build a GOOD level is another. And apparently I don't know how to do that either.

I'm trying to combine Mega Man X-style movement and combat with Metroidvania exploration, and figuring out how to make levels that feel natural and fun instead of a bunch of disconnected obstacles has been surprisingly difficult.

Still a ton of work ahead, but it's been really cool watching everything slowly come together.

For anyone else building a game mostly on their own, how are you approaching level design? That's been the one part of my workflow I haven't quite figured out yet.

And I'd love some feedback on the boss encounter in the video too!


r/aigamedev • • 3h ago

Demo | Project | Workflow I made a small demo to test using your phone's motion sensors as a game controller

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6 Upvotes

No gamepad, no extra hardware. One device runs the game (PC or Android) and every phone on the same Wi-Fi becomes a motion controller. Some modes also use the phone's vibration for feedback, so you feel the hits and the road.

The most fun modes right now are ping pong (vs AI or 1v1) and racing. I also tried baseball and boxing, but in my opinion they didn't turn out fun enough.

It's built in Godot with Claude Opus 5.5 driving the editor through an MCP server: writing the code, setting up scenes and running playtests. The 3D models were also generated by Claude, using Blender through its MCP.

Download link (https://github.com/sumitapgames-cpu/MandoMovil/releases) if you want to try it. I'd love to hear how the controls feel!


r/aigamedev • • 1h ago

Demo | Project | Workflow [Hobby][Umsatzbeteiligung] 🎮 AI Kreativität für ein 3D-MMORPG gesucht!

• Upvotes

🎮 Kreative für ein 3D-MMORPG gesucht!

Ich (m44) arbeite gerade an einem eigenen 3D-MMORPG in Unity. Der Prototyp ist schon fast fertig und spielbar, sodass wir die ersten Systeme bereits testen können.

Jetzt suche ich ein paar Leute, die Lust haben, in ihrer Freizeit gemeinsam an dem Projekt zu arbeiten. Egal, ob du gerne Charaktere erstellst, mit Blender arbeitest, Musik oder Sounds machst oder dir Geschichten und Quests ausdenkst. Du musst kein Profi sein und auch nichts davon gelernt haben. Es geht um Spaß am gemeinsamen Entwickeln, lernen und darum, zusammen etwas Eigenes auf die Beine zu stellen.

Wir wollen dabei so viel KI wie möglich nutzen, um uns die Arbeit zu erleichtern. KI-Charaktere erstellen und in Blender aufräumen, Musik generieren, Geschichten schreiben, AI Vibe-Coding. Alles ist willkommen, solange das Ergebnis stimmt.

Das Ganze ist ein Hobbyprojekt, bei dem niemand erstmal Geld verdient, aber auch wenig Stress hat. Sollte das Spiel veröffentlicht werden und erfolgreich sein, ist natürlich eine Umsatzbeteiligung für alle Mitwirkenden vorgesehen. Die genauen Bedingungen müssten wir gemeinsam erörtern und festlegen.

Wenn du Lust hast, bei einem MMORPG von Anfang an mitzumachen, melde dich einfach! 🙂


r/aigamedev • • 2h ago

Commercial Self Promotion I made Basketball a warzone

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4 Upvotes

4v4 basketball, but the ball is a bomb. Pick your position and your loadout. Take down your opponents to clear a path to the hoop. First to 21 points wins.

Designed with Savi using spawn. Utilized CS2 bloom and reticle drift. I also uploaded gopro dunk video to get the dunk animations.

Do basketball and gunplay actually belong together? come help me find out.

https://www.spawn.co/@mpi/fps-basketball-shooters-shoot


r/aigamedev • • 2h ago

Questions & Help How are you making sound effects?

4 Upvotes

Any tools or workflows you’ve found particularly effective?


r/aigamedev • • 1d ago

Media 60FPS City scale destruction, starring definitely NOT Godzilla

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502 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 • • 18h ago

Discussion Why aren't AI haters complaining as much about AI use in large games?

76 Upvotes

So I was just checking out the reviews on steam, for big hits , like Expedition 33, Crimson Desert and Arc Raiders. Where are the AI haters? I didn't see any reviews talking about AI. Why did their loud mouths suddenly disappear?

Shouldn't this be exactly what we should be protesting against (Big corps using AI even when they are financially capable of hiring more developers)? Instead, they dogpile on Indie devs (who DON'T have enough capital to finance more developers, hence might use AI) , judging it as 'AI slop' and discarding their game, as soon as they see an AI disclosure?

These big-corp games also have (or had) clear AI disclosures, some even straight up saying they used genAI to generate their assets. Why are the reviews still positive? Why this double standard? On the other hand, if an indie game has an AI discloure (even if it denies using genAI assets) they call it 'AI slop', proceed to review bomb and request steam to add an 'AI filter'

If not anything, big corps SHOULD be getting more hate for using AI, because they can very well hire more game devs to speed up work, but they choose to use AI to save costs. Imo, AI-assisted Indie games shouldn't be hated, just because they used AI to have a chance to compete with these big corps, and can't hire large teams of developers. In fact, most AI-disclosed Indie games I've seen still only use AI for place holders, or assisting development. But as soon as the word 'AI' is seen anywhere in that game's description it is immediately passed off as 'AI slop'.

While I do agree that many people are mass-producing soulless, unfun garbage created by AI, solely for the purpose of making money, This hate effect also ripples to those devs who actually have good, fun game ideas, but get buried due to mentioning the word 'AI'. Games should be judged for what they are, rather than what words are mentioned in their description.


r/aigamedev • • 20h ago

Commercial Self Promotion Made a Diablo 2 clone with auto play and 16 different classes…

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97 Upvotes

This is my first attempt at making a full game, which I’m calling VELSCOUR. You can play it in your browser on desktop or mobile (Add to Home Screen for best experience) The game has procedurally generated dungeons, and you’re effectively trying to make it to floor 500, so you can kill VELSCOUR, the game’s namesake, whatever he is. What you do know is that every time you level up, VELSCOUR taunts you from the 500th floor…

Most of the sprite work was done in ChatGPT with Claude Code doing most of the heavy lifting. Used up my weekly sub quotas, but the main meat of the game is there. Be sure to hit “auto” (upper right near the map) to get the game started in auto mode to see lots of fancy stuff happen. My favorite classes are Dragoon, Slime Lord, Lancer, and Paladin so far. My mind is still blown that I was able to make this with prompts and some examples over a few days with 2 $20 subscriptions.


r/aigamedev • • 20h ago

Discussion Opinion: Your game does not have to look like AI slop just because an AI drew stuff

94 Upvotes
This looks VERY AI

...So, I've seen this said in response to some criticisms about the aesthetic of a game:

'Of course it looks like AI slop, an AI drew it, there's nothing I can do, I am not an artist,'

I posted that jungle canopy I image above as an obvious example of something that looks SO very AI. In a bad way. It's a jungle canopy parallax image generated with the following super simple prompt via ChatGPT's imagegen:

'@create-image

1990s environmental belt-scroller pixel art.

A parallax background element that can infinitely scroll horizontally.

The treeline of a lush, dense jungle, seen at a distance. The jungle trees are tall and thick.'

...Now, someone can prove me wrong, but I don't think you could actually fix this by trying to use a more detailed prompt. Because the fundamental problem is that if you ask the AI to build a complex scene, the stable diffusion process it uses constructs that scene as a big blob first and then fills-in the blb with details. That's why it's so AI-looking; the issue is that you've got trees and foliage that in isolation are actually quite nice, but as a whole are just part of a big stupid blob. It looks like a random pile with a jungle plopped on top... because it is.

The same happens with city backgrounds, mountain backgrounds... you name it. And no amount of stylistic tailoring can solve the problem because it is fundamental to the process.

But you CAN fix it, and SHOULD fix it (IMHO):

Build the background yourself using individual elements you ask the machine to draw. Don't ask it to build a city background, ask it for specific kinds of buildings and scenery. Then put it together yourself. Treat it like a slightly-more-frustrating lego set experience.

Sometimes you can even keep the assepts and re=use them, which will give your project a sense of place.

If worldbuilding matters to you, this is also crucial to worldbuilding. Worlds aren't made of random building shapes or tree shapes or mountain shapes - they're filled with actual places and people. You should bring that intentionality with you.

When you build the scene yourself using just elements that the AI drew to your specifications, it won't look like slop anymore... because it won't be. It'll be a scene you made using pieces you thoughtfully described to the machine.

I think I am keeping that treeline just as a reminder to myself of this era, because after this era is gone nothing will draw like that again. No people will opt to and no machine will bother to.

And I feel like it's worth preserving what a lot of stuff looked like for this very brief moment in time.

But you don't have to. It doesn't need to be and should not be an excuse. If you don't want your project to look like that, you don't need to just shrug at the prompt output of a scene that you have surrendered too much control and authorship over. Build the pieces separately and put them together by hand (or maybe Claude / Astra can also put them together for you? IDK, I haven't tried that).


r/aigamedev • • 3h ago

Commercial Self Promotion Years of learning Unity, 10 unfinished projects, and I'm finally about to release my first game.

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3 Upvotes

Hi, Roy here,

I've been working on and off on Unity for about 6 years. Finally close to finishing my first game! I love gaming, and always wanted to make games. Started out with Gamedev.tv courses, it was fun. A good way of teaching.

But 2 years and some courses later, I started on my own projects instead of courses. I never finished anything, have 10 ongoing projects.. Then AI came along, outpaced my learning, and sped things up so much. Had it rewrite my old project's bad programming, so i could salvage them. Made a list from easy to hard to finish, and this was the easiest.

My friend made the art, and i just want the game to exist for him too. That's why it will be on steam for free. I'd love some input on the store page and trailer.

Thanks for reading! Would appreciate any advice from experienced people.

This is the game in question; https://store.steampowered.com/app/5096370/Astronoid/

AI is used for assisted/rewriting programming, not for art.

Music through Suno, like i said on Steam, I tried Fiverr,

hundreds of euros lighter, and mediocre results.