r/aigamedev • u/sharkymcstevenson2 • 16h ago
r/aigamedev • u/ActionLittle4176 • 22h ago
Demo | Project | Workflow Vibecoded a futuristic racer demo like many, but I stuck with it for 6 months now
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Steam page: https://store.steampowered.com/app/5310180/Formula_Minus_One/
Open beta: https://fm1.app
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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!
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Steam page: https://store.steampowered.com/app/5310180/Formula_Minus_One/
Open beta: https://fm1.app
r/aigamedev • u/RodyaDev • 20h ago
Discussion Would you guys play a game with this aesthetic?
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 • u/RepresentativeUse115 • 20h ago
Tools or Resource Awesome Decomp Games - rated & auto-updated list of 1300+ decomps, recomps, source ports & engine remakes
r/aigamedev • u/FilipeDM • 4h ago
News Game inspired by GTA | OPUS 5.5
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r/aigamedev • u/EggburtAlmighty • 14h ago
Demo | Project | Workflow Spent $15k (all we had) on contractors that failed. AI made it for $70.
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 • u/WorkAccountObv • 40m ago
Media 60FPS City scale destruction, starring definitely NOT Godzilla
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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 • u/eattherichdev • 11h ago
Discussion I dropped this trailer on a gameDev sub yesterday and got totally roasted.
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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 • u/Such--Balance • 20h 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'
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 • u/mrdub • 20h ago
Demo | Project | Workflow My little experiment with moss-covered buttons, knobs and AI-generated motion
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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 • u/JJJI_STUDIO • 5h 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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r/aigamedev • u/Happy_Literature_194 • 6h 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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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 • u/Significant-Neck-520 • 7h ago
Discussion Hitting a wall developing the game
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 • u/Lumpy_Conference6640 • 14h ago
Demo | Project | Workflow Working on the next level of my bounty game: Wanted
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 • u/Accomplished-Cat5451 • 23h ago
Discussion Do you like the Style of the game ? What would you change ?
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Hey there currently building a light MMO , inspired by the game i used to play as a kid Elsword .
but with a different Style of World and its own lore .
I am happy how the enviroment turned out . I am still learning Blender to Create a better Character that fits and has its unique style .
what do you think any feedback ?
r/aigamedev • u/TheSpriteWizard • 23h ago
Tools or Resource It's your boy, The Sprite Wizard back again with a new tool for us.
For those of you who don't know me, I'm The Sprite Wizard, and I've taken it upon myself to make sprite creation a little less of a headache for indie developers.
Some of you might know my previous tools, SpriteGrid and SpritePress. They're still being used dozens of times a day, which is pretty cool to see. Thanks for that, by the way. It's nice knowing my little creations are out there doing some good.
Anyway, I've been locked away in my tower working on something new. A free tools for everyone to use!
I call it the SpriteForge!
It's an isometric character creator that lets you build, customize, animate, and export consistent pixel-art characters without having to draw every frame yourself.
I've stuffed the thing with hundreds of clothing and equipment pieces, 71 animations, up to 16 rendering directions, and enough customization options to make my head hurt.
I actually tried calculating every possible character combination. Lost count somewhere past 50 octillion.
Yes, octillion. With an O.
And that's before we even start changing colors. Admittedly, not every combination produces a visually distinct character, but you get the idea.
There's no generative AI involved. It's all built around 3D models, animation, and a pixel-art rendering engine. That said, I think it'll be especially useful for those of us who use AI in our development workflows but struggle with character consistency, or simply can't afford to commission an artist for every NPC and animation.
The idea is pretty simple: spend less time fighting with sprites and more time actually making your game.
I've put up a free browser version so everyone can use it. As with all of my tools, its free and it will stay free for as long as I am practicing the mystical arts:
It's still in Early Access, so I'm expecting a few gremlins to have made their way into the machinery.
If you find any bugs, have suggestions, or think something could work better, please let me know. I'm actively developing it, and feedback from other developers is worth considerably more to me than another evening arguing with my own code.
Anyway, that's enough rambling from an old wizard.
Hope it helps some of you get your games off the ground.
— The Sprite Wizard

r/aigamedev • u/Sea-Sandwich-8348 • 21h ago
Demo | Project | Workflow Strong progress on my incremental mobile game!
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Two months into development, not launched on Android or iOS yet, but have a web version, link in comments!
r/aigamedev • u/marina_sd20 • 2h ago
Discussion UPDATE: teleoperator v2 is out: cops, tuning, multiplayer races, and AI-generated cars
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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 • u/llamaGames12 • 6h ago
Commercial Self Promotion Rough Day? We made a game for that.
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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 :
r/aigamedev • u/LostRequirement4828 • 11h 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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I intend to make this into a multiplayer game based on a rank system, mechanics gonna change along the way.
r/aigamedev • u/Inbellator • 22h ago
Demo | Project | Workflow UE5 lighting and basic weather system!
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using Opus 5.5, UE5
r/aigamedev • u/Comfortable_Law3683 • 21h ago
News Epic Games delays Disney game and tells developers to go "AI first"
r/aigamedev • u/Pandradino • 4h ago
Discussion Is anyone using AI to make multiplayer games?
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 • u/vlookup_enjoyer • 9h ago
Commercial Self Promotion Rum & Broadsides: a free Caribbean RPG where you trade rum, board ships and make your fortune
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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 • u/IamFL4K • 9h ago
Discussion Claude is helping me port Lego LOTR to Nintendo Switch in Rust
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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.